wined3d: Validate the D3D context in FindContext().

Apparently it's valid to use a D3D device after its window is destroyed.
OpenGL isn't always so forgiving, so this patch is a first step to avoid
making GL calls on a context without window.
This commit is contained in:
Henri Verbeet 2009-10-20 11:05:04 +02:00 committed by Alexandre Julliard
parent 0cb6f28751
commit 43aaaa8a4b
2 changed files with 18 additions and 0 deletions

View File

@ -782,6 +782,18 @@ BOOL context_set_current(struct wined3d_context *ctx)
return TlsSetValue(wined3d_context_tls_idx, ctx);
}
static void context_validate(struct wined3d_context *context)
{
HWND wnd = WindowFromDC(context->hdc);
if (wnd != context->win_handle)
{
WARN("DC %p belongs to window %p instead of %p.\n",
context->hdc, wnd, context->win_handle);
context->valid = 0;
}
}
/*****************************************************************************
* Context_MarkStateDirty
*
@ -1247,6 +1259,7 @@ struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceI
}
goto out;
}
ret->valid = 1;
ret->gl_info = &This->adapter->gl_info;
ret->surface = (IWineD3DSurface *) target;
ret->current_rt = (IWineD3DSurface *)target;
@ -1771,6 +1784,7 @@ static inline struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWin
if (current_context && current_context->current_rt == target)
{
context_validate(current_context);
return current_context;
}
@ -1858,6 +1872,8 @@ retry:
context->render_offscreen = TRUE;
}
context_validate(context);
if (context->render_offscreen != old_render_offscreen)
{
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
@ -2007,6 +2023,7 @@ struct wined3d_context *ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurfac
TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
context = FindContext(This, target, tid);
if (!context->valid) return context;
gl_info = context->gl_info;

View File

@ -1055,6 +1055,7 @@ struct wined3d_context
WORD num_untracked_materials : 2; /* Max value 2 */
WORD current : 1;
WORD destroyed : 1;
WORD valid : 1;
BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
DWORD numbered_array_mask;