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Yes, go ahead and kill this hack
Am 13.02.2011 um 00:46 schrieb Gerald Pfeifer:
This somehow got stuck from the original discussion we had a year ago.
This is in response to Stefan's feedback (http://www.winehq.org/pipermail/wine-devel/2010-May/083480.html) for a previous version of this patch of mine (http://www.winehq.org/pipermail/wine-patches/2010-May/088229.html).
Either my original patch or this new one (or a variation thereof) should be applied. Stefan, I hope it got you right?
Gerald
dlls/wined3d/surface.c | 17 ----------------- 1 files changed, 0 insertions(+), 17 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 4377f10..b7f4b1c 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -1960,23 +1960,6 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, glRasterPos3i(rect.left, rect.top, 1); checkGLcall("glRasterPos3i");
- /* Some drivers(radeon dri, others?) don't like exceptions during
* glDrawPixels. If the surface is a DIB section, it might be in GDIMode
* after ReleaseDC. Reading it will cause an exception, which x11drv will
* catch to put the dib section in InSync mode, which leads to a crash
* and a blocked x server on my radeon card.
*
* The following lines read the dib section so it is put in InSync mode
* before glDrawPixels is called and the crash is prevented. There won't
* be any interfering gdi accesses, because UnlockRect is called from
* ReleaseDC, and the app won't use the dc any more afterwards.
*/
- if ((This->flags & SFLAG_DIBSECTION) && !(This->flags & SFLAG_PBO))
- {
volatile BYTE read;
read = This->resource.allocatedMemory[0];
- }
- /* If not fullscreen, we need to skip a number of bytes to find the next row of data */ glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
-- 1.7.2.2