D3D7 -> WineD3D, 2nd attempt
stefandoesinger at gmx.at
Sat Oct 15 14:29:14 CDT 2005
Am Samstag, 15. Oktober 2005 21:13 schrieb Oliver Stieber:
> --- Lionel Ulmer <lionel.ulmer at free.fr> wrote:
> > On Sat, Oct 15, 2005 at 07:30:34PM +0100, Oliver Stieber wrote:
> > > Add the OpenGL context to the device structure.
> > > Make a per-device critical section.
> > > Whenever a call is made enter the critical section
> > > Then check that the current active context is the same as the context
> > > on the device. If not then make the device context active.
> > How did you plan to solve the 'one needs to release a context before it
> > is free to be used in another thread' problem ?
> > The only 'easy' way out I can see would be to always release the context
> > at the end of each processing so that any subsequent thread could, if
> > needed, get the context.
How about creating a new thread to to all rendering, and make the calls call
this thread and block until the function's finished? Is this possible?
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