[PATCH 3/4] wined3d: Pass the context to the main buffer preload function
Stefan Dösinger
stefan at codeweavers.com
Mon Sep 9 08:15:37 CDT 2013
---
dlls/wined3d/buffer.c | 16 +++++++++-------
dlls/wined3d/context.c | 2 +-
dlls/wined3d/device.c | 2 +-
dlls/wined3d/wined3d_private.h | 2 ++
4 files changed, 13 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c
index d198ac4..f811a61 100644
--- a/dlls/wined3d/buffer.c
+++ b/dlls/wined3d/buffer.c
@@ -730,13 +730,13 @@ static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined
checkGLcall("glUnmapBufferARB");
}
-void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
+/* Context activation is done by the caller. */
+void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context)
{
DWORD flags = buffer->flags & (WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
struct wined3d_device *device = buffer->resource.device;
UINT start = 0, end = 0, len = 0, vertices;
const struct wined3d_gl_info *gl_info;
- struct wined3d_context *context;
BOOL decl_changed = FALSE;
unsigned int i, j;
BYTE *data;
@@ -756,9 +756,7 @@ void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
/* TODO: Make converting independent from VBOs */
if (buffer->flags & WINED3D_BUFFER_CREATEBO)
{
- context = context_acquire(device, NULL);
buffer_create_buffer_object(buffer, context);
- context_release(context);
buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
}
else
@@ -867,14 +865,11 @@ void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
return;
}
- context = context_acquire(device, NULL);
buffer_direct_upload(buffer, context->gl_info, flags);
- context_release(context);
return;
}
- context = context_acquire(device, NULL);
gl_info = context->gl_info;
if(!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
@@ -927,6 +922,13 @@ void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
}
HeapFree(GetProcessHeap(), 0, data);
+}
+
+void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
+{
+ struct wined3d_context *context;
+ context = context_acquire(buffer->resource.device, NULL);
+ buffer_internal_preload(buffer, context);
context_release(context);
}
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index da255e8..4a079cf 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -2372,7 +2372,7 @@ BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_de
if (state->index_buffer)
{
if (device->stream_info.all_vbo)
- wined3d_buffer_preload(state->index_buffer);
+ buffer_internal_preload(state->index_buffer, context);
else
buffer_get_sysmem(state->index_buffer, context);
}
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 3564149..2457771 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -288,7 +288,7 @@ static void device_stream_info_from_declaration(struct wined3d_device *device, s
element = &stream_info->elements[i];
buffer = state->streams[element->stream_idx].buffer;
- wined3d_buffer_preload(buffer);
+ buffer_internal_preload(buffer, context);
/* If the preload dropped the buffer object, update the stream info. */
if (buffer->buffer_object != element->data.buffer_object)
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 3ae9a9e..23d32c2 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2522,6 +2522,8 @@ static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resourc
void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
BYTE *buffer_get_sysmem(struct wined3d_buffer *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
+void buffer_internal_preload(struct wined3d_buffer *buffer,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
struct wined3d_rendertarget_view
{
--
1.8.1.5
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