wined3d: Only read back offscreen targets on a target change.

This avoids calling PreLoad needlessly on a thread change during offscreen
rendering and breaks up the endless recursion due to lastTID != newTID.
This commit is contained in:
Stefan Dösinger 2008-06-12 21:18:46 +02:00 committed by Alexandre Julliard
parent 78d963039b
commit 535e61892c
1 changed files with 28 additions and 1 deletions

View File

@ -951,7 +951,34 @@ static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurf
Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
}
}
if (readTexture) {
/* When switching away from an offscreen render target, and we're not using FBOs,
* we have to read the drawable into the texture. This is done via PreLoad(and
* SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
* PreLoad needs a GL context, and FindContext is called before the context is activated.
* It also has to be called with the old rendertarget active, otherwise a wrong drawable
* is read. This leads to these possible situations:
*
* 0) lastActiveRenderTarget == target && oldTid == newTid:
* Nothing to do, we don't even reach this code in this case...
*
* 1) lastActiveRenderTarget != target && oldTid == newTid:
* The currently active context is OK for readback. Call PreLoad, and it
* performs the read
*
* 2) lastActiveRenderTarget == target && oldTid != newTid:
* Nothing to do - the drawable is unchanged
*
* 3) lastActiveRenderTarget != target && oldTid != newTid:
* This is tricky. We have to get a context with the old drawable from somewhere
* before we can switch to the new context. In this case, PreLoad calls
* ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
* is case (2) then. The old drawable is activated for the new thread, and the
* readback can be done. The recursed ActivateContext does *not* call PreLoad again.
* After that, the outer ActivateContext(which calls PreLoad) can activate the new
* target for the new thread
*/
if (readTexture && This->lastActiveRenderTarget != target) {
BOOL oldInDraw = This->isInDraw;
/* PreLoad requires a context to load the texture, thus it will call ActivateContext.