wined3d: Move the "tid" field from struct wined3d_context to struct wined3d_context_gl.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1917,7 +1917,6 @@ static void wined3d_context_init(struct wined3d_context *context, struct wined3d
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context->swapchain = swapchain;
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context->current_rt.texture = swapchain->front_buffer;
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context->current_rt.sub_resource_idx = 0;
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context->tid = GetCurrentThreadId();
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context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
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| (1u << WINED3D_SHADER_TYPE_VERTEX)
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@ -1956,6 +1955,7 @@ HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wi
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gl_info = context->gl_info;
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d3d_info = context->d3d_info;
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context_gl->tid = GetCurrentThreadId();
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context_gl->window = context->swapchain->win_handle;
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if (!(context_gl->dc = GetDCEx(context_gl->window, 0, DCX_USESTYLE | DCX_CACHE)))
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{
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@ -2324,7 +2324,7 @@ void wined3d_context_gl_destroy(struct wined3d_context_gl *context_gl)
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device_context_remove(device, &context_gl->c);
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if (context_gl->c.current && context_gl->c.tid != GetCurrentThreadId())
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if (context_gl->c.current && context_gl->tid != GetCurrentThreadId())
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{
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struct wined3d_gl_info *gl_info;
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@ -4264,7 +4264,7 @@ struct wined3d_context_gl *wined3d_context_gl_reacquire(struct wined3d_context_g
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struct wined3d_context *acquired_context;
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struct wined3d_device *device;
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if (!context_gl || context_gl->c.tid != GetCurrentThreadId())
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if (!context_gl || context_gl->tid != GetCurrentThreadId())
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return NULL;
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device = context_gl->c.device;
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@ -1126,7 +1126,7 @@ struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchai
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for (i = 0; i < swapchain->num_contexts; ++i)
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{
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if (swapchain->context[i]->tid == tid)
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if (wined3d_context_gl(swapchain->context[i])->tid == tid)
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return swapchain->context[i];
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}
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@ -1900,7 +1900,6 @@ struct wined3d_context
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struct wined3d_texture *texture;
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unsigned int sub_resource_idx;
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} current_rt;
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DWORD tid; /* Thread ID which owns this context at the moment */
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/* Stores some information about the context state for optimization */
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DWORD shader_update_mask : 6; /* WINED3D_SHADER_TYPE_COUNT, 6 */
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@ -1967,6 +1966,8 @@ struct wined3d_context_gl
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{
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struct wined3d_context c;
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DWORD tid; /* Thread ID which owns this context at the moment. */
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uint32_t dc_is_private : 1;
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uint32_t dc_has_format : 1; /* Only meaningful for private DCs. */
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uint32_t fog_enabled : 1;
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