Module: wine Branch: master Commit: 535e61892cc3a4085b54e8ae9ee45f2abb9134de URL: http://source.winehq.org/git/wine.git/?a=commit;h=535e61892cc3a4085b54e8ae9e...
Author: Stefan Dösinger stefan@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.