wined3d: Call ActivateContext regardless of WINED3DCREATE_MULTITHREADED.

This commit is contained in:
H. Verbeet 2008-01-02 19:51:51 +01:00 committed by Alexandre Julliard
parent af268c6211
commit c46c53a12c
3 changed files with 6 additions and 15 deletions

View File

@ -4246,12 +4246,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface,
ERR("Output vertex declaration not implemented yet\n");
}
/* Need any context to write to the vbo. In a non-multithreaded environment a context is there anyway,
* and this call is quite performance critical, so don't call needlessly
*/
if(This->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
}
/* Need any context to write to the vbo. */
ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
/* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
* control the streamIsUP flag, thus restore it afterwards.
@ -4741,9 +4737,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
return WINED3DERR_INVALIDCALL;
}
if(This->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
}
ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
/* We only have to do this if we need to read the, swapbuffers performs a flush for us */
ENTER_GL();
glFlush();

View File

@ -158,9 +158,7 @@ static HRESULT WINAPI IWineD3DIndexBufferImpl_Unlock(IWineD3DIndexBuffer *iface)
if(locks == 0 && This->vbo && (This->dirtyend - This->dirtystart) > 0) {
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
if(device->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
}
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, This->vbo));

View File

@ -44,9 +44,8 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
return;
}
if(myDevice->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
}
ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
if(This->Flags & SFLAG_CONVERTED) {
FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(This->resource.format));
return;