wined3d: When restoring pixel format in context_release(), mark the context as needing to be set on the next context_acquire().
If we had to restore the pixel format then we know it won't be what we need when the app calls into wined3d again. This helps avoid the GetPixelFormat() in context_acquire().
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@ -719,9 +719,10 @@ void context_surface_update(struct wined3d_context *context, const struct wined3
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}
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}
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static void context_restore_pixel_format(struct wined3d_context *ctx)
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static BOOL context_restore_pixel_format(struct wined3d_context *ctx)
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{
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const struct wined3d_gl_info *gl_info = ctx->gl_info;
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BOOL ret = FALSE;
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if (ctx->restore_pf && IsWindow(ctx->restore_pf_win))
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{
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@ -730,7 +731,7 @@ static void context_restore_pixel_format(struct wined3d_context *ctx)
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HDC dc = GetDC(ctx->restore_pf_win);
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if (dc)
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{
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if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, ctx->restore_pf)))
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if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, ctx->restore_pf))))
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{
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ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n",
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ctx->restore_pf, ctx->restore_pf_win);
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@ -746,6 +747,7 @@ static void context_restore_pixel_format(struct wined3d_context *ctx)
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ctx->restore_pf = 0;
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ctx->restore_pf_win = NULL;
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return ret;
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}
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static BOOL context_set_pixel_format(struct wined3d_context *context, HDC dc, int format)
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@ -1088,7 +1090,8 @@ void context_release(struct wined3d_context *context)
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if (!--context->level)
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{
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context_restore_pixel_format(context);
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if (context_restore_pixel_format(context))
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context->needs_set = 1;
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if (context->restore_ctx)
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{
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TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
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