wined3d: Make it clear that glFlush and glFinish are WGL functions.
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@ -4854,7 +4854,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
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ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
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/* We only have to do this if we need to read the, swapbuffers performs a flush for us */
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glFlush();
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wglFlush();
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/* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
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* fails
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*/
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@ -5067,7 +5067,7 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfa
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if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
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if (target == (IWineD3DSurfaceImpl*) swapchain->frontBuffer) {
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glFlush();
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wglFlush();
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}
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IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
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}
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@ -576,7 +576,7 @@ static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
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checkGLcall("Loading the PBO test texture");
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
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glFinish(); /* just to be sure */
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wglFinish(); /* just to be sure */
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memset(check, 0, sizeof(check));
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glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
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@ -4646,11 +4646,11 @@ BOOL InitAdapters(IWineD3DImpl *This)
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* otherwise because we have to use winex11.drv's override
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*/
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#ifdef USE_WIN32_OPENGL
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glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
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glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
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wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
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wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
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#else
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glFinish = (void*)pwglGetProcAddress("wglFinish");
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glFlush = (void*)pwglGetProcAddress("wglFlush");
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wglFinish = (void*)pwglGetProcAddress("wglFinish");
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wglFlush = (void*)pwglGetProcAddress("wglFlush");
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#endif
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glEnableWINE = glEnable;
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@ -3814,7 +3814,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
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/* Flush in case the drawable is used by multiple GL contexts */
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if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
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glFlush();
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wglFlush();
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/* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
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/* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
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@ -4680,7 +4680,7 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
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/* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
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if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
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((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
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glFlush();
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wglFlush();
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IWineD3DSwapChain_Release(swapchain);
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} else {
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@ -1141,10 +1141,13 @@ void (WINE_GLAPI *glViewport) (GLint x, GLint y, GLsizei width, GLsizei height);
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void (WINE_GLAPI *glPointParameterfv) (GLenum pname, const GLfloat *params);
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/* glFinish and glFlush are always loaded from opengl32.dll, thus they always have
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* __stdcall calling convention
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* __stdcall calling convention.
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*
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* They are wgl functions and must not be called inside the gl lock, give them a
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* name that makes this clear
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*/
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void (__stdcall *glFinish) ();
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void (__stdcall *glFlush) ();
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void (__stdcall *wglFinish) ();
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void (__stdcall *wglFlush) ();
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/* WGL functions */
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HGLRC (WINAPI *pwglCreateContext)(HDC);
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