[PATCH v3 1/2] wined3d: Issue texture barrier before using a texture attached to FBO.

Henri Verbeet hverbeet at gmail.com
Wed Oct 23 09:42:34 CDT 2019


On Tue, 22 Oct 2019 at 20:44, Paul Gofman <gofmanp at gmail.com> wrote:
> +    for (i = 0; i < 3; ++i)
> +    {
> +        while (IDirect3DQuery9_GetData(event_query, NULL, 0, D3DGETDATA_FLUSH) == S_FALSE)
> +            ;
This kind of loop is a bit unfortunate, since it can potentially spin
infinitely if someone managed to e.g. break event queries, but also
because it can generate a lot of data if you were to turn on the
appropriate debug channels. You should probably use a bounded loop
with a Sleep(), like we do in device.c. (And we're using that in
enough places now that it should probably be a helper function.)



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