wined3d: Use command buffer IDs for synchronisation in wined3d_buffer_gl_sync_apple().
Analogous to the Vulkan adapter. This is slightly awkward in OpenGL because it doesn't have explicit command buffers like Vulkan, but calling wined3d_context_gl_submit_command_fence() on swapchain present works well enough in practice. The main advantage of this approach is that it avoids using a separate fence for each usage of each bo. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
77f0149a6c
commit
a7c320d184
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@ -4256,6 +4256,8 @@ static HRESULT adapter_gl_create_device(struct wined3d *wined3d, const struct wi
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if (!(device_gl = heap_alloc_zero(sizeof(*device_gl))))
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return E_OUTOFMEMORY;
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device_gl->current_fence_id = 1;
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if (FAILED(hr = wined3d_device_init(&device_gl->d, wined3d, adapter->ordinal, device_type, focus_window,
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flags, surface_alignment, levels, level_count, adapter->gl_info.supported, device_parent)))
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{
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@ -187,11 +187,6 @@ static void wined3d_buffer_gl_destroy_buffer_object(struct wined3d_buffer_gl *bu
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wined3d_context_gl_destroy_bo(context_gl, &buffer_gl->bo);
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buffer_gl->b.buffer_object = 0;
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if (buffer_gl->b.fence)
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{
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wined3d_fence_destroy(buffer_gl->b.fence);
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buffer_gl->b.fence = NULL;
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}
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buffer_gl->b.flags &= ~WINED3D_BUFFER_APPLESYNC;
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}
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@ -746,9 +741,9 @@ void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
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static void wined3d_buffer_gl_sync_apple(struct wined3d_buffer_gl *buffer_gl,
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uint32_t flags, struct wined3d_context_gl *context_gl)
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{
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struct wined3d_device_gl *device_gl = wined3d_device_gl(buffer_gl->b.resource.device);
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const struct wined3d_gl_info *gl_info = context_gl->gl_info;
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enum wined3d_fence_result ret;
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HRESULT hr;
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struct wined3d_bo_gl *bo = &buffer_gl->bo;
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/* No fencing needs to be done if the app promises not to overwrite
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* existing data. */
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@ -759,59 +754,17 @@ static void wined3d_buffer_gl_sync_apple(struct wined3d_buffer_gl *buffer_gl,
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{
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wined3d_buffer_gl_bind(buffer_gl, context_gl);
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GL_EXTCALL(glBufferData(buffer_gl->bo.binding, buffer_gl->b.resource.size, NULL, buffer_gl->bo.usage));
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GL_EXTCALL(glBufferData(bo->binding, buffer_gl->b.resource.size, NULL, bo->usage));
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checkGLcall("glBufferData");
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return;
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}
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if (!buffer_gl->b.fence)
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{
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TRACE("Creating fence for buffer %p.\n", buffer_gl);
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if (FAILED(hr = wined3d_fence_create(buffer_gl->b.resource.device, &buffer_gl->b.fence)))
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{
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if (hr == WINED3DERR_NOTAVAILABLE)
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FIXME("Fences not supported, dropping async buffer locks.\n");
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else
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ERR("Failed to create fence, hr %#x.\n", hr);
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goto drop_fence;
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}
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/* Since we don't know about old draws a glFinish is needed once */
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gl_info->gl_ops.gl.p_glFinish();
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bo->command_fence_id = 0;
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return;
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}
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TRACE("Synchronizing buffer %p.\n", buffer_gl);
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ret = wined3d_fence_wait(buffer_gl->b.fence, buffer_gl->b.resource.device);
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switch (ret)
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{
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case WINED3D_FENCE_NOT_STARTED:
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case WINED3D_FENCE_OK:
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/* All done */
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return;
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case WINED3D_FENCE_WRONG_THREAD:
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WARN("Cannot synchronize buffer lock due to a thread conflict.\n");
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goto drop_fence;
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default:
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ERR("wined3d_fence_wait() returned %u, dropping async buffer locks.\n", ret);
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goto drop_fence;
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}
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drop_fence:
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if (buffer_gl->b.fence)
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{
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wined3d_fence_destroy(buffer_gl->b.fence);
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buffer_gl->b.fence = NULL;
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}
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gl_info->gl_ops.gl.p_glFinish();
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wined3d_buffer_gl_bind(buffer_gl, context_gl);
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GL_EXTCALL(glBufferParameteriAPPLE(buffer_gl->bo.binding, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
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checkGLcall("glBufferParameteriAPPLE(buffer_gl->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
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buffer_gl->b.flags &= ~WINED3D_BUFFER_APPLESYNC;
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if (bo->command_fence_id == device_gl->current_fence_id)
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wined3d_context_gl_submit_command_fence(context_gl);
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wined3d_context_gl_wait_command_fence(context_gl, bo->command_fence_id);
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}
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static void buffer_mark_used(struct wined3d_buffer *buffer)
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@ -271,7 +271,6 @@ void context_update_stream_info(struct wined3d_context *context, const struct wi
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wined3d_stream_info_from_declaration(stream_info, state, d3d_info);
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stream_info->all_vbo = 1;
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context->buffer_fence_count = 0;
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for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
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{
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struct wined3d_stream_info_element *element;
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@ -312,9 +311,6 @@ void context_update_stream_info(struct wined3d_context *context, const struct wi
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if (!element->data.buffer_object)
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stream_info->all_vbo = 0;
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if (buffer->fence)
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context->buffer_fences[context->buffer_fence_count++] = buffer->fence;
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TRACE("Load array %u %s.\n", i, debug_bo_address(&element->data));
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}
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@ -1374,6 +1374,10 @@ static void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl)
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if (context_gl->valid)
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{
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wined3d_context_gl_submit_command_fence(context_gl);
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wined3d_context_gl_wait_command_fence(context_gl,
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wined3d_device_gl(context_gl->c.device)->current_fence_id - 1);
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if (context_gl->dummy_arbfp_prog)
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GL_EXTCALL(glDeleteProgramsARB(1, &context_gl->dummy_arbfp_prog));
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@ -1422,6 +1426,7 @@ static void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl)
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checkGLcall("context cleanup");
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}
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heap_free(context_gl->submitted.fences);
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heap_free(context_gl->free_pipeline_statistics_queries);
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heap_free(context_gl->free_so_statistics_queries);
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heap_free(context_gl->free_timestamp_queries);
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@ -2571,6 +2576,80 @@ void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl, GLen
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checkGLcall("bind texture");
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}
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static void wined3d_context_gl_poll_fences(struct wined3d_context_gl *context_gl)
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{
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struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
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struct wined3d_command_fence_gl *f;
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SIZE_T i;
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for (i = 0; i < context_gl->submitted.fence_count; ++i)
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{
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f = &context_gl->submitted.fences[i];
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if (f->id > device_gl->completed_fence_id)
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{
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if (wined3d_fence_test(f->fence, &device_gl->d, 0) != WINED3D_FENCE_OK)
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continue;
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device_gl->completed_fence_id = f->id;
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}
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wined3d_fence_destroy(f->fence);
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if (i != context_gl->submitted.fence_count - 1)
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*f = context_gl->submitted.fences[context_gl->submitted.fence_count - 1];
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--context_gl->submitted.fence_count;
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}
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}
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void wined3d_context_gl_wait_command_fence(struct wined3d_context_gl *context_gl, uint64_t id)
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{
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struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
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enum wined3d_fence_result ret;
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SIZE_T i;
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if (id <= device_gl->completed_fence_id
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|| id > device_gl->current_fence_id) /* In case the fence ID wrapped. */
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return;
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for (i = 0; i < context_gl->submitted.fence_count; ++i)
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{
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if (context_gl->submitted.fences[i].id != id)
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continue;
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if ((ret = wined3d_fence_wait(context_gl->submitted.fences[i].fence, &device_gl->d)) != WINED3D_FENCE_OK)
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ERR("Failed to wait for command fence with id 0x%s, ret %#x.\n", wine_dbgstr_longlong(id), ret);
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wined3d_context_gl_poll_fences(context_gl);
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return;
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}
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ERR("Failed to find fence for command fence with id 0x%s.\n", wine_dbgstr_longlong(id));
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}
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void wined3d_context_gl_submit_command_fence(struct wined3d_context_gl *context_gl)
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{
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struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
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struct wined3d_command_fence_gl *f;
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HRESULT hr;
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if (!wined3d_array_reserve((void **)&context_gl->submitted.fences, &context_gl->submitted.fences_size,
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context_gl->submitted.fence_count + 1, sizeof(*context_gl->submitted.fences)))
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ERR("Failed to grow submitted command buffer array.\n");
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f = &context_gl->submitted.fences[context_gl->submitted.fence_count++];
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f->id = device_gl->current_fence_id;
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if (FAILED(hr = wined3d_fence_create(&device_gl->d, &f->fence)))
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ERR("Failed to create fence, hr %#x.\n", hr);
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wined3d_fence_issue(f->fence, &device_gl->d);
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/* We don't expect this to ever happen, but handle it anyway. */
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if (!++device_gl->current_fence_id)
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{
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wined3d_context_gl_wait_command_fence(context_gl, device_gl->current_fence_id - 1);
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device_gl->completed_fence_id = 0;
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device_gl->current_fence_id = 1;
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}
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wined3d_context_gl_poll_fences(context_gl);
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}
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void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl *context_gl,
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const struct wined3d_bo_address *data, size_t size, uint32_t flags)
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{
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@ -2728,6 +2807,8 @@ bool wined3d_context_gl_create_bo(struct wined3d_context_gl *context_gl, GLsizei
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bo->id = id;
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bo->binding = binding;
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bo->usage = usage;
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bo->command_fence_id = 0;
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return true;
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}
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@ -3605,7 +3686,7 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
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const struct wined3d_gl_info *gl_info = context_gl->gl_info;
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const struct wined3d_fb_state *fb = &state->fb;
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unsigned int i, base;
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WORD map;
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uint32_t map;
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context->uses_fbo_attached_resources = 0;
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@ -3638,24 +3719,36 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
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{
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context_update_stream_info(context, state);
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}
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else
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map = context->stream_info.use_map;
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while (map)
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{
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for (i = 0, map = context->stream_info.use_map; map; map >>= 1, ++i)
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{
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if (map & 1)
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wined3d_buffer_load(state->streams[context->stream_info.elements[i].stream_idx].buffer,
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context, state);
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}
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/* Loading the buffers above may have invalidated the stream info. */
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if (isStateDirty(context, STATE_STREAMSRC))
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context_update_stream_info(context, state);
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const struct wined3d_stream_info_element *e;
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struct wined3d_buffer_gl *buffer_gl;
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e = &context->stream_info.elements[wined3d_bit_scan(&map)];
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buffer_gl = wined3d_buffer_gl(state->streams[e->stream_idx].buffer);
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wined3d_buffer_load(&buffer_gl->b, context, state);
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wined3d_context_gl_reference_bo(context_gl, &buffer_gl->bo);
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}
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/* Loading the buffers above may have invalidated the stream info. */
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if (wined3d_context_is_graphics_state_dirty(context, STATE_STREAMSRC))
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context_update_stream_info(context, state);
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if (indexed && state->index_buffer)
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{
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struct wined3d_buffer_gl *buffer_gl = wined3d_buffer_gl(state->index_buffer);
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if (context->stream_info.all_vbo)
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wined3d_buffer_load(state->index_buffer, context, state);
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{
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wined3d_buffer_load(&buffer_gl->b, context, state);
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wined3d_context_gl_reference_bo(context_gl, &buffer_gl->bo);
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}
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else
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wined3d_buffer_load_sysmem(state->index_buffer, context);
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{
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wined3d_buffer_load_sysmem(&buffer_gl->b, context);
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}
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}
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for (i = 0, base = 0; i < ARRAY_SIZE(context->dirty_graphics_states); ++i)
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@ -4475,7 +4568,6 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
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const struct wined3d_stream_info *stream_info;
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struct wined3d_rendertarget_view *dsv, *rtv;
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struct wined3d_stream_info si_emulated;
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struct wined3d_fence *ib_fence = NULL;
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context_gl *context_gl;
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struct wined3d_context *context;
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@ -4573,14 +4665,9 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
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{
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struct wined3d_buffer *index_buffer = state->index_buffer;
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if (!index_buffer->buffer_object || !stream_info->all_vbo)
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{
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idx_data = index_buffer->resource.heap_memory;
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}
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else
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{
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ib_fence = index_buffer->fence;
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idx_data = NULL;
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}
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idx_data = (const BYTE *)idx_data + state->index_offset;
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if (state->index_format == WINED3DFMT_R16_UINT)
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@ -4719,11 +4806,6 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
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checkGLcall("disable rasterizer discard");
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}
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if (ib_fence)
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wined3d_fence_issue(ib_fence, device);
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for (i = 0; i < context->buffer_fence_count; ++i)
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wined3d_fence_issue(context->buffer_fences[i], device);
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context_release(context);
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TRACE("Draw completed.\n");
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@ -180,7 +180,7 @@ static BOOL wined3d_fence_supported(const struct wined3d_gl_info *gl_info)
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return gl_info->supported[ARB_SYNC] || gl_info->supported[NV_FENCE] || gl_info->supported[APPLE_FENCE];
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}
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static enum wined3d_fence_result wined3d_fence_test(const struct wined3d_fence *fence,
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enum wined3d_fence_result wined3d_fence_test(const struct wined3d_fence *fence,
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struct wined3d_device *device, DWORD flags)
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{
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const struct wined3d_gl_info *gl_info;
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@ -559,6 +559,7 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain,
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/* call wglSwapBuffers through the gl table to avoid confusing the Steam overlay */
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gl_info->gl_ops.wgl.p_wglSwapBuffers(context_gl->dc);
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wined3d_context_gl_submit_command_fence(context_gl);
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wined3d_swapchain_gl_rotate(swapchain, context);
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@ -1540,6 +1540,8 @@ struct wined3d_bo_gl
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GLuint id;
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GLenum binding;
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GLenum usage;
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uint64_t command_fence_id;
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};
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static inline GLuint wined3d_bo_gl_id(uintptr_t bo)
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@ -1842,6 +1844,8 @@ void wined3d_fence_destroy(struct wined3d_fence *fence) DECLSPEC_HIDDEN;
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void wined3d_fence_issue(struct wined3d_fence *fence, struct wined3d_device *device) DECLSPEC_HIDDEN;
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enum wined3d_fence_result wined3d_fence_wait(const struct wined3d_fence *fence,
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struct wined3d_device *device) DECLSPEC_HIDDEN;
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enum wined3d_fence_result wined3d_fence_test(const struct wined3d_fence *fence,
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struct wined3d_device *device, DWORD flags) DECLSPEC_HIDDEN;
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/* Direct3D terminology with little modifications. We do not have an issued
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* state because only the driver knows about it, but we have a created state
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@ -2105,10 +2109,6 @@ struct wined3d_context
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struct wined3d_stream_info stream_info;
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/* Fences for GL_APPLE_flush_buffer_range */
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struct wined3d_fence *buffer_fences[MAX_ATTRIBS];
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unsigned int buffer_fence_count;
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unsigned int viewport_count;
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unsigned int scissor_rect_count;
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};
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@ -2127,6 +2127,12 @@ void context_update_stream_info(struct wined3d_context *context, const struct wi
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HRESULT wined3d_context_no3d_init(struct wined3d_context *context_no3d,
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struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
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struct wined3d_command_fence_gl
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{
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uint64_t id;
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||||
struct wined3d_fence *fence;
|
||||
};
|
||||
|
||||
struct wined3d_context_gl
|
||||
{
|
||||
struct wined3d_context c;
|
||||
|
@ -2214,6 +2220,13 @@ struct wined3d_context_gl
|
|||
GLfloat colour[4], fog_start, fog_end, fog_colour[4];
|
||||
|
||||
GLuint dummy_arbfp_prog;
|
||||
|
||||
struct
|
||||
{
|
||||
struct wined3d_command_fence_gl *fences;
|
||||
SIZE_T fences_size;
|
||||
SIZE_T fence_count;
|
||||
} submitted;
|
||||
};
|
||||
|
||||
static inline struct wined3d_context_gl *wined3d_context_gl(struct wined3d_context *context)
|
||||
|
@ -2287,6 +2300,7 @@ struct wined3d_context_gl *wined3d_context_gl_reacquire(struct wined3d_context_g
|
|||
void wined3d_context_gl_release(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
|
||||
BOOL wined3d_context_gl_set_current(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
|
||||
void wined3d_context_gl_set_draw_buffer(struct wined3d_context_gl *context_gl, GLenum buffer) DECLSPEC_HIDDEN;
|
||||
void wined3d_context_gl_submit_command_fence(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
|
||||
void wined3d_context_gl_texture_update(struct wined3d_context_gl *context_gl,
|
||||
const struct wined3d_texture_gl *texture_gl) DECLSPEC_HIDDEN;
|
||||
void wined3d_context_gl_unload_tex_coords(const struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
|
||||
|
@ -2294,6 +2308,7 @@ void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl *context_gl,
|
|||
unsigned int range_count, const struct wined3d_range *ranges) DECLSPEC_HIDDEN;
|
||||
void wined3d_context_gl_update_stream_sources(struct wined3d_context_gl *context_gl,
|
||||
const struct wined3d_state *state) DECLSPEC_HIDDEN;
|
||||
void wined3d_context_gl_wait_command_fence(struct wined3d_context_gl *context_gl, uint64_t id) DECLSPEC_HIDDEN;
|
||||
|
||||
struct wined3d_command_buffer_vk
|
||||
{
|
||||
|
@ -3803,6 +3818,9 @@ struct wined3d_device_gl
|
|||
|
||||
/* Textures for when no other textures are bound. */
|
||||
struct wined3d_dummy_textures dummy_textures;
|
||||
|
||||
uint64_t completed_fence_id;
|
||||
uint64_t current_fence_id;
|
||||
};
|
||||
|
||||
static inline struct wined3d_device_gl *wined3d_device_gl(struct wined3d_device *device)
|
||||
|
@ -4789,7 +4807,6 @@ struct wined3d_buffer
|
|||
|
||||
struct wined3d_range *maps;
|
||||
SIZE_T maps_size, modified_areas;
|
||||
struct wined3d_fence *fence;
|
||||
|
||||
/* conversion stuff */
|
||||
UINT decl_change_count, full_conversion_count;
|
||||
|
@ -6298,6 +6315,13 @@ static inline bool wined3d_primitive_type_is_list(enum wined3d_primitive_type t)
|
|||
|| t == WINED3D_PT_PATCH;
|
||||
}
|
||||
|
||||
static inline void wined3d_context_gl_reference_bo(struct wined3d_context_gl *context_gl, struct wined3d_bo_gl *bo_gl)
|
||||
{
|
||||
struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
|
||||
|
||||
bo_gl->command_fence_id = device_gl->current_fence_id;
|
||||
}
|
||||
|
||||
/* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
|
||||
#define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
|
||||
|
||||
|
|
Loading…
Reference in New Issue