[PATCH 2/5] wined3d: Make sure we have an activate GL context in buffer_PreLoad().
Henri Verbeet
hverbeet at codeweavers.com
Thu Jun 25 03:24:55 CDT 2009
---
dlls/wined3d/buffer.c | 7 +++----
dlls/wined3d/drawprim.c | 10 +++++-----
2 files changed, 8 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c
index 8896db9..4b71311 100644
--- a/dlls/wined3d/buffer.c
+++ b/dlls/wined3d/buffer.c
@@ -37,13 +37,10 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
static void buffer_create_buffer_object(struct wined3d_buffer *This)
{
GLenum error, gl_usage;
- IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
This, debug_d3dusage(This->resource.usage));
- /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
- ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
/* Make sure that the gl error is cleared. Do not use checkGLcall
@@ -689,6 +686,8 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
TRACE("iface %p\n", iface);
+ ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+
if (!This->buffer_object)
{
/* TODO: Make converting independent from VBOs */
@@ -724,7 +723,7 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
if (This->conversion_count > VB_MAXDECLCHANGES)
{
FIXME("Too many declaration changes, stopping converting\n");
- ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+
ENTER_GL();
GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
checkGLcall("glDeleteBuffersARB");
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index dcdf21a..c0fb678 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -756,6 +756,11 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
GLenum feedback_type;
GLfloat *feedbuffer;
+ /* Simply activate the context for blitting. This disables all the things we don't want and
+ * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
+ * patch (as opposed to normal draws) will most likely need different changes anyway. */
+ ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
+
/* First, locate the position data. This is provided in a vertex buffer in the stateblock.
* Beware of vbos
*/
@@ -806,11 +811,6 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
patch->has_normals = TRUE;
patch->has_texcoords = FALSE;
- /* Simply activate the context for blitting. This disables all the things we don't want and
- * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
- * patch (as opposed to normal draws) will most likely need different changes anyway
- */
- ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
ENTER_GL();
glMatrixMode(GL_PROJECTION);
--
1.6.0.6
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