wined3d: Make the context array dynamic.

This commit is contained in:
Stefan Dösinger 2007-02-12 19:35:45 +01:00 committed by Alexandre Julliard
parent e534340450
commit 7253fae31f
4 changed files with 17 additions and 6 deletions

View File

@ -207,7 +207,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
/* TODO: Thread selection */
/* TODO: Activate the opengl context */
context = &This->contexts[This->activeContext];
context = This->contexts[This->activeContext];
switch(usage) {
case CTXUSAGE_RESOURCELOAD:

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@ -350,10 +350,16 @@ static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
if (!refCount) {
UINT i;
if (This->fbo) {
GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->fbo));
}
for(i = 0; i < This->numContexts; i++) {
HeapFree(GetProcessHeap(), 0, This->contexts[i]);
}
HeapFree(GetProcessHeap(), 0, This->contexts);
HeapFree(GetProcessHeap(), 0, This->render_targets);
HeapFree(GetProcessHeap(), 0, This->draw_buffers);
@ -2007,8 +2013,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
/* Initialize the current view state */
This->view_ident = 1;
This->numContexts = 1;
This->contexts[0].last_was_rhw = 0;
This->contexts[0]->last_was_rhw = 0;
glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
@ -5948,7 +5953,7 @@ static void device_render_to_texture(IWineD3DDeviceImpl* This, BOOL isTexture) {
if (This->depth_copy_state != WINED3D_DCS_NO_COPY) {
This->depth_copy_state = WINED3D_DCS_COPY;
}
This->contexts[0].last_was_rhw = FALSE;
This->contexts[0]->last_was_rhw = FALSE;
/* Viewport state will reapply the projection matrix for now */
IWineD3DDeviceImpl_MarkStateDirty(This, WINED3DRS_CULLMODE);
@ -6985,7 +6990,7 @@ void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
if(!rep) return;
for(i = 0; i < This->numContexts; i++) {
context = &This->contexts[i];
context = This->contexts[i];
if(isStateDirty(context, rep)) continue;
context->dirtyArray[context->numDirtyEntries++] = rep;

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@ -2444,6 +2444,12 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
object->ddraw_format = pixelformat_for_depth(GetDeviceCaps(hDC, BITSPIXEL) * GetDeviceCaps(hDC, PLANES));
ReleaseDC(0, hDC);
/* Allocate one context for now */
object->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(WineD3DContext *));
object->contexts[0] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
object->numContexts = 1;
object->activeContext = 0;
return WINED3D_OK;
create_device_error:

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@ -695,7 +695,7 @@ struct IWineD3DDeviceImpl
BOOL useDrawStridedSlow;
/* Context management */
WineD3DContext contexts[1]; /* Dynamic array later */
WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
UINT activeContext; /* Only 0 for now */
UINT numContexts; /* Always 1 for now */
};