Am Friday 07 August 2009 08:51:20 schrieb Henri Verbeet:
* 3) lastActiveRenderTarget != target && oldTid != newTid:
* This is tricky. We have to get a context with the old drawable
I don't see anything wrong with this patch in particular(so go ahead and apply it), but I am wondering how the case of switching the render target from a new thread works with the new TLS-based context management.
My guess is that the problem is not applicable any longer, since there isn't really such a thing as thread switching any more. Its just a new render target for the other thread. Is that right? Or are there any other considerations for this case?
Now it hurts that I didn't write a test for this special case when I fixed it a while ago - I don't even remember which game triggered it - maybe Age of Empires 3, but I am not sure.