Module: wine
Branch: master
Commit: 535e61892cc3a4085b54e8ae9ee45f2abb9134de
URL: http://source.winehq.org/git/wine.git/?a=commit;h=535e61892cc3a4085b54e8ae9…
Author: Stefan Dösinger <stefan(a)codeweavers.com>
Date: Thu Jun 12 21:18:46 2008 +0200
wined3d: Only read back offscreen targets on a target change.
This avoids calling PreLoad needlessly on a thread change during offscreen
rendering and breaks up the endless recursion due to lastTID != newTID.
---
dlls/wined3d/context.c | 29 ++++++++++++++++++++++++++++-
1 files changed, 28 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 203152b..382f96d 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -951,7 +951,34 @@ static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurf
Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
}
}
- if (readTexture) {
+
+ /* When switching away from an offscreen render target, and we're not using FBOs,
+ * we have to read the drawable into the texture. This is done via PreLoad(and
+ * SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
+ * PreLoad needs a GL context, and FindContext is called before the context is activated.
+ * It also has to be called with the old rendertarget active, otherwise a wrong drawable
+ * is read. This leads to these possible situations:
+ *
+ * 0) lastActiveRenderTarget == target && oldTid == newTid:
+ * Nothing to do, we don't even reach this code in this case...
+ *
+ * 1) lastActiveRenderTarget != target && oldTid == newTid:
+ * The currently active context is OK for readback. Call PreLoad, and it
+ * performs the read
+ *
+ * 2) lastActiveRenderTarget == target && oldTid != newTid:
+ * Nothing to do - the drawable is unchanged
+ *
+ * 3) lastActiveRenderTarget != target && oldTid != newTid:
+ * This is tricky. We have to get a context with the old drawable from somewhere
+ * before we can switch to the new context. In this case, PreLoad calls
+ * ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
+ * is case (2) then. The old drawable is activated for the new thread, and the
+ * readback can be done. The recursed ActivateContext does *not* call PreLoad again.
+ * After that, the outer ActivateContext(which calls PreLoad) can activate the new
+ * target for the new thread
+ */
+ if (readTexture && This->lastActiveRenderTarget != target) {
BOOL oldInDraw = This->isInDraw;
/* PreLoad requires a context to load the texture, thus it will call ActivateContext.