wined3d: Remove the useless lastThread field from IWineD3DDeviceImpl.
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2d7500600b
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c114b04016
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@ -1551,7 +1551,8 @@ static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurf
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switch(wined3d_settings.offscreen_rendering_mode) {
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switch(wined3d_settings.offscreen_rendering_mode) {
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case ORM_FBO:
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case ORM_FBO:
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/* FBOs do not need a different context. Stay with whatever context is active at the moment */
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/* FBOs do not need a different context. Stay with whatever context is active at the moment */
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if(This->activeContext && tid == This->lastThread) {
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if (This->activeContext && This->activeContext->tid == tid)
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{
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context = This->activeContext;
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context = This->activeContext;
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} else {
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} else {
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/* This may happen if the app jumps straight into offscreen rendering
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/* This may happen if the app jumps straight into offscreen rendering
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@ -1600,7 +1601,8 @@ static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurf
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case ORM_BACKBUFFER:
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case ORM_BACKBUFFER:
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/* Stay with the currently active context for back buffer rendering */
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/* Stay with the currently active context for back buffer rendering */
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if(This->activeContext && tid == This->lastThread) {
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if (This->activeContext && This->activeContext->tid == tid)
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{
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context = This->activeContext;
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context = This->activeContext;
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} else {
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} else {
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/* This may happen if the app jumps straight into offscreen rendering
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/* This may happen if the app jumps straight into offscreen rendering
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@ -1763,12 +1765,11 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
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if (!target) target = This->activeContext->current_rt;
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if (!target) target = This->activeContext->current_rt;
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if (This->activeContext->current_rt != target || tid != This->lastThread)
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if (This->activeContext->current_rt != target || This->activeContext->tid != tid)
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{
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{
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context = FindContext(This, target, tid);
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context = FindContext(This, target, tid);
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context->draw_buffer_dirty = TRUE;
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context->draw_buffer_dirty = TRUE;
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context->current_rt = target;
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context->current_rt = target;
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This->lastThread = tid;
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} else {
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} else {
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/* Stick to the old context */
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/* Stick to the old context */
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context = This->activeContext;
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context = This->activeContext;
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@ -2165,7 +2165,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
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}
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}
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IWineD3DSurface_AddRef(This->render_targets[0]);
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IWineD3DSurface_AddRef(This->render_targets[0]);
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This->activeContext = swapchain->context[0];
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This->activeContext = swapchain->context[0];
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This->lastThread = GetCurrentThreadId();
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/* Depth Stencil support */
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/* Depth Stencil support */
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This->stencilBufferTarget = This->auto_depth_stencil_buffer;
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This->stencilBufferTarget = This->auto_depth_stencil_buffer;
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@ -1584,7 +1584,6 @@ struct IWineD3DDeviceImpl
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/* Context management */
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/* Context management */
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WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
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WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
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WineD3DContext *activeContext;
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WineD3DContext *activeContext;
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DWORD lastThread;
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UINT numContexts;
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UINT numContexts;
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WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
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WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
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DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
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DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
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