[PATCH 5/5] wined3d: Mark the draw buffer as dirty in context_create().
Henri Verbeet
hverbeet at codeweavers.com
Tue Dec 15 10:51:37 CST 2009
Currently callers of this function are responsible for setting the draw buffer
correctly, but they don't do a very good job:
- swapchain_init() sets the draw buffer to GL_BACK if there's a back buffer,
even though the context's target is always the front buffer.
- swapchain_create_context_for_thread() depends on (eventually) being called
by FindContext().
- create_primary_opengl_context() and
IWineD3DSwapChainImpl_SetDestWindowOverride() don't bother setting a draw
buffer at all.
Just marking the draw buffer dirty lets the context management sort it all
out, and is much simpler.
---
dlls/wined3d/context.c | 1 +
dlls/wined3d/swapchain.c | 22 +---------------------
2 files changed, 2 insertions(+), 21 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 2f27997..30590af 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1349,6 +1349,7 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
ret->surface = (IWineD3DSurface *) target;
ret->current_rt = (IWineD3DSurface *)target;
ret->render_offscreen = surface_is_offscreen((IWineD3DSurface *) target);
+ ret->draw_buffer_dirty = TRUE;
ret->tid = GetCurrentThreadId();
if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
/* Create the dirty constants array and initialize them to dirty */
diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c
index fb902ea..7e6c71e 100644
--- a/dlls/wined3d/swapchain.c
+++ b/dlls/wined3d/swapchain.c
@@ -809,6 +809,7 @@ HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface
hr = WINED3DERR_NOTAVAILABLE;
goto err;
}
+ context_release(swapchain->context[0]);
}
else
{
@@ -841,30 +842,9 @@ HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface
IWineD3DSurface_SetContainer(swapchain->backBuffer[i], (IWineD3DBase *)swapchain);
((IWineD3DSurfaceImpl *)swapchain->backBuffer[i])->Flags |= SFLAG_SWAPCHAIN;
-
- if (surface_type == SURFACE_OPENGL)
- {
- ENTER_GL();
- glDrawBuffer(GL_BACK);
- checkGLcall("glDrawBuffer(GL_BACK)");
- LEAVE_GL();
- }
- }
- }
- else
- {
- /* Single buffering - draw to front buffer */
- if (surface_type == SURFACE_OPENGL)
- {
- ENTER_GL();
- glDrawBuffer(GL_FRONT);
- checkGLcall("glDrawBuffer(GL_FRONT)");
- LEAVE_GL();
}
}
- if (swapchain->context[0]) context_release(swapchain->context[0]);
-
/* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
{
--
1.6.4.4
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