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:
parent
0cb6f28751
commit
43aaaa8a4b
|
@ -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;
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in New Issue