[5/5] WineD3D: Some render target->texture blit context handling

H. Verbeet hverbeet at gmail.com
Fri Jun 8 14:17:18 CDT 2007


On 08/06/07, Stefan Dösinger <stefandoesinger at gmx.at> wrote:
> I added the preload because the old code also preloaded in case of fbo blits.
> I didn't specifically look if the fbo code does that, though. If it does we
> can remove it, but I'd prefer to do it in a seperate patch to keep the
> changes seperated.
>
Fair enough, although it's redundant.

> wrt the activateContext, its not only needed for the proper reading / writing
> to the framebuffer, but also to get a proper context for multithreading. This
> was the motivation for this patch.
>
Well yes, but inside stretch_rect_fbo() src_surface isn't guaranteed
to be a render target (either onscreen or offscreen), so I'm not sure
that calling ActivateContext on src_surface like that will always do
what we want. In fact, neither src_surface nor dst_surface has to be a
render target, so wouldn't it make more sense to do the context
activation in BltOverride instead?



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