wined3d: Remove the remains of an ATI_fragment_shader hack.

This was originally added as a workaround for a Mesa bug by commit
ddf52dda15. The other half of the hack has since
been removed. This code causes problems when wglDeleteContext() from a
different thread causes our current context to be destroyed, since
wglGetCurrentContext() will return a destroyed context in that case. That is a
flaw in our wgl implementation, since wglDeleteContext() shouldn't allow a
context that's current in a different thread to be destroyed, but this hack is
a bad idea regardless.
This commit is contained in:
Henri Verbeet 2009-07-15 12:21:16 +02:00 committed by Alexandre Julliard
parent 3c876de7a4
commit 476c83522b
1 changed files with 3 additions and 19 deletions

View File

@ -791,11 +791,11 @@ static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
*
*****************************************************************************/
WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
HDC oldDrawable, hdc;
HPBUFFERARB pbuffer = NULL;
HGLRC ctx = NULL, oldCtx;
WineD3DContext *ret = NULL;
unsigned int s;
HGLRC ctx;
HDC hdc;
TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
@ -984,12 +984,6 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
list_init(&ret->fbo_list);
/* Set up the context defaults */
oldCtx = pwglGetCurrentContext();
oldDrawable = pwglGetCurrentDC();
if(oldCtx && oldDrawable) {
/* See comment in ActivateContext context switching */
This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
}
if(pwglMakeCurrent(hdc, ctx) == FALSE) {
ERR("Cannot activate context to set up defaults\n");
goto out;
@ -1074,17 +1068,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
}
LEAVE_GL();
/* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
* but enable it for the first context we create, and reenable it on the old context
*/
if(oldDrawable && oldCtx) {
if (!pwglMakeCurrent(oldDrawable, oldCtx))
{
ERR("Failed to make previous GL context %p current.\n", oldCtx);
}
} else {
context_set_last_device(This);
}
This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
return ret;