[2/5] WineD3D: Add an internal event query finish function

Stefan Dösinger stefandoesinger at gmx.at
Tue Jan 26 13:22:29 CST 2010

Am 26.01.2010 um 14:26 schrieb Henri Verbeet:
> Using wined3d_event_query is just a suggestion, if you can make things work
> correctly in some other way that's of course fine as well.
This is a bit vague, but here is an updated set of patches that includes your suggestions:

Patch 2 moves the event query faking out of the way. That allows me to remove all GL extension checks, and the buffer code just checks if it can create a d3d event query. (Patch 1 removes some dead code I ran into). Once Mesa supports ARB_sync we can kill this code entirely and tell people to update their drivers.

The only deeper change in patch 3 is that I am passing GL_SYNC_FLUSH_COMMANDS_BIT. I think this is reasonable when we're waiting for drawing to complete.

> > +HRESULT wined3d_event_query_finish(IWineD3DQuery* iface) {
> Please don't create function prototypes (or other code) by copy/paste.
Mind elaborating? If you're talking about the placing of the {, I changed this. I think we should at some point change the style of the remaining files(or at least low hanging fruits) to get rid of the existing formatting vs new wined3d style issues. I'm getting tired of those formatting problems.

The other patches aren't really changed. Patch 5 uses CreateQuery to find out if event queries are supported, which brings a few GL locking changes to avoid calling CreateQuery with the lock held.

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