Stefan Dösinger : wined3d: Activate a different context if the active render target is destroyed.
Alexandre Julliard
julliard at wine.codeweavers.com
Mon Feb 19 07:02:21 CST 2007
Module: wine
Branch: master
Commit: 5e37345b3046aa0c80a9d12044a506028ed8e65b
URL: http://source.winehq.org/git/wine.git/?a=commit;h=5e37345b3046aa0c80a9d12044a506028ed8e65b
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Sat Feb 17 18:06:30 2007 +0100
wined3d: Activate a different context if the active render target is destroyed.
---
dlls/wined3d/surface.c | 36 ++++++++++++++++++++++++++++++++----
1 files changed, 32 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 333712d..b090366 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -247,6 +247,38 @@ ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
if (ref == 0) {
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->resource.wineD3DDevice;
TRACE("(%p) : cleaning up\n", This);
+
+ if(iface == device->lastActiveRenderTarget) {
+ IWineD3DSwapChainImpl *swapchain = device->swapchains ? (IWineD3DSwapChainImpl *) device->swapchains[0] : NULL;
+
+ TRACE("Last active render target destroyed\n");
+ /* Find a replacement surface for the currently active back buffer. The context manager does not do NULL
+ * checks, so switch to a valid target as long as the currently set surface is still valid. Use the
+ * surface of the implicit swpchain. If that is the same as the destroyed surface the device is destroyed
+ * and the lastActiveRenderTarget member shouldn't matter
+ */
+ if(swapchain) {
+ if(swapchain->backBuffer && swapchain->backBuffer[0] != iface) {
+ TRACE("Activating primary back buffer\n");
+ ActivateContext(device, swapchain->backBuffer[0], CTXUSAGE_RESOURCELOAD);
+ } else if(!swapchain->backBuffer && swapchain->frontBuffer != iface) {
+ /* Single buffering environment */
+ TRACE("Activating primary front buffer\n");
+ ActivateContext(device, swapchain->frontBuffer, CTXUSAGE_RESOURCELOAD);
+ } else {
+ TRACE("Device is beeing destroyed, setting lastActiveRenderTarget = 0xdeadbabe\n");
+ /* Implicit render target destroyed, that means the device is beeing destroyed
+ * whatever we set here, it shouldn't matter
+ */
+ device->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadbabe;
+ }
+ } else {
+ /* May happen during ddraw uninitialization */
+ TRACE("Render target set, but swapchain does not exist!\n");
+ device->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadcafe;
+ }
+ }
+
if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
ENTER_GL();
TRACE("Deleting texture %d\n", This->glDescription.textureName);
@@ -269,10 +301,6 @@ ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
if(iface == device->ddraw_primary)
device->ddraw_primary = NULL;
- if(iface == device->lastActiveRenderTarget) {
- device->lastActiveRenderTarget = NULL;
- }
-
TRACE("(%p) Released\n", This);
HeapFree(GetProcessHeap(), 0, This);
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