wined3d: Make sure queries have an active GL context.

This commit is contained in:
Henri Verbeet 2009-06-26 10:07:08 +02:00 committed by Alexandre Julliard
parent a6c81e0754
commit 181442a6a2
1 changed files with 11 additions and 0 deletions

View File

@ -62,6 +62,8 @@ static ULONG WINAPI IWineD3DQueryImpl_Release(IWineD3DQuery *iface) {
TRACE("(%p) : Releasing from %d\n", This, This->ref); TRACE("(%p) : Releasing from %d\n", This, This->ref);
ref = InterlockedDecrement(&This->ref); ref = InterlockedDecrement(&This->ref);
if (ref == 0) { if (ref == 0) {
ActivateContext(This->wineD3DDevice, This->wineD3DDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL(); ENTER_GL();
/* Queries are specific to the GL context that created them. Not /* Queries are specific to the GL context that created them. Not
* deleting the query will obviously leak it, but that's still better * deleting the query will obviously leak it, but that's still better
@ -316,6 +318,8 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface,
return S_OK; return S_OK;
} }
ActivateContext(This->wineD3DDevice, This->wineD3DDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
if (((WineQueryOcclusionData *)This->extendedData)->ctx != This->wineD3DDevice->activeContext if (((WineQueryOcclusionData *)This->extendedData)->ctx != This->wineD3DDevice->activeContext
|| This->wineD3DDevice->activeContext->tid != GetCurrentThreadId()) || This->wineD3DDevice->activeContext->tid != GetCurrentThreadId())
{ {
@ -357,6 +361,8 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_GetData(IWineD3DQuery* iface, void
WineD3DContext *ctx; WineD3DContext *ctx;
TRACE("(%p) : type D3DQUERY_EVENT, pData %p, dwSize %#x, dwGetDataFlags %#x\n", This, pData, dwSize, dwGetDataFlags); TRACE("(%p) : type D3DQUERY_EVENT, pData %p, dwSize %#x, dwGetDataFlags %#x\n", This, pData, dwSize, dwGetDataFlags);
ActivateContext(This->wineD3DDevice, This->wineD3DDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ctx = ((WineQueryEventData *)This->extendedData)->ctx; ctx = ((WineQueryEventData *)This->extendedData)->ctx;
if(pData == NULL || dwSize == 0) { if(pData == NULL || dwSize == 0) {
return S_OK; return S_OK;
@ -457,6 +463,9 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_Issue(IWineD3DQuery* iface, DWORD
TRACE("(%p) : dwIssueFlags %#x, type D3DQUERY_EVENT\n", This, dwIssueFlags); TRACE("(%p) : dwIssueFlags %#x, type D3DQUERY_EVENT\n", This, dwIssueFlags);
if (dwIssueFlags & WINED3DISSUE_END) { if (dwIssueFlags & WINED3DISSUE_END) {
WineD3DContext *ctx = ((WineQueryEventData *)This->extendedData)->ctx; WineD3DContext *ctx = ((WineQueryEventData *)This->extendedData)->ctx;
ActivateContext(This->wineD3DDevice, This->wineD3DDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
if(ctx != This->wineD3DDevice->activeContext || ctx->tid != GetCurrentThreadId()) { if(ctx != This->wineD3DDevice->activeContext || ctx->tid != GetCurrentThreadId()) {
/* GL fences can be used only from the context that created them, /* GL fences can be used only from the context that created them,
* so if a different context is active, don't bother setting the query. The penalty * so if a different context is active, don't bother setting the query. The penalty
@ -497,6 +506,8 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_Issue(IWineD3DQuery* iface, D
if (GL_SUPPORT(ARB_OCCLUSION_QUERY)) { if (GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
WineD3DContext *ctx = ((WineQueryOcclusionData *)This->extendedData)->ctx; WineD3DContext *ctx = ((WineQueryOcclusionData *)This->extendedData)->ctx;
ActivateContext(This->wineD3DDevice, This->wineD3DDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
if(ctx != This->wineD3DDevice->activeContext || ctx->tid != GetCurrentThreadId()) { if(ctx != This->wineD3DDevice->activeContext || ctx->tid != GetCurrentThreadId()) {
FIXME("Not the owning context, can't start query\n"); FIXME("Not the owning context, can't start query\n");
} else { } else {