wined3d: Try to reuse the thread's current context in FindContext().
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9ceda3a6fd
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@ -1603,16 +1603,30 @@ static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchai
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static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid) {
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IWineD3DSwapChain *swapchain = NULL;
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BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
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struct WineD3DContext *current_context = context_get_current();
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BOOL oldRenderOffscreen = This->render_offscreen;
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const struct StateEntry *StateTable = This->StateTable;
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const struct GlPixelFormatDesc *old, *new;
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struct WineD3DContext *context;
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if (!target) target = This->activeContext->current_rt;
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if (This->activeContext->current_rt == target && This->activeContext->tid == tid)
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if (!target)
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{
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return This->activeContext;
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if (current_context
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&& ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
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{
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target = current_context->current_rt;
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}
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else
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{
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IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
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if (swapchain->backBuffer) target = swapchain->backBuffer[0];
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else target = swapchain->frontBuffer;
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}
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}
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if (current_context && current_context->current_rt == target)
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{
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return current_context;
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}
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if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
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@ -1678,9 +1692,10 @@ retry:
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else
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{
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/* Stay with the currently active context. */
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if (This->activeContext && This->activeContext->tid == tid)
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if (current_context
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&& ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
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{
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context = This->activeContext;
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context = current_context;
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}
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else
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{
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@ -1835,6 +1850,7 @@ static void apply_draw_buffer(IWineD3DDeviceImpl *This, IWineD3DSurface *target,
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*
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*****************************************************************************/
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void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
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struct WineD3DContext *current_context = context_get_current();
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DWORD tid = GetCurrentThreadId();
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DWORD i, dirtyState, idx;
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BYTE shift;
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@ -1849,23 +1865,26 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
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gl_info = context->gl_info;
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/* Activate the opengl context */
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if(last_device != This || context != This->activeContext) {
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if (context != current_context)
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{
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if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
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else This->frag_pipe->enable_extension((IWineD3DDevice *)This, !context->last_was_blit);
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if(This->activeContext->vshader_const_dirty) {
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memset(This->activeContext->vshader_const_dirty, 1,
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sizeof(*This->activeContext->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
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if (context->vshader_const_dirty)
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{
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memset(context->vshader_const_dirty, 1,
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sizeof(*context->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
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This->highest_dirty_vs_const = GL_LIMITS(vshader_constantsF);
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}
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if(This->activeContext->pshader_const_dirty) {
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memset(This->activeContext->pshader_const_dirty, 1,
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sizeof(*This->activeContext->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
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if (context->pshader_const_dirty)
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{
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memset(context->pshader_const_dirty, 1,
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sizeof(*context->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
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This->highest_dirty_ps_const = GL_LIMITS(pshader_constantsF);
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}
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This->activeContext = context;
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context_set_last_device(This);
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}
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This->activeContext = context;
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context_set_last_device(This);
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switch (usage) {
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case CTXUSAGE_CLEAR:
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