Commit 34b2956e authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Merge FindContext() into context_acquire().

This actually fixes a bug. A context's current_rt field may get set to NULL if that surface gets destroyed or unloaded. In general, the next time that context is acquired, context_setup_target() will then set everything up again. However, if a context_acquire() call with a NULL target ends up returning such a context, context_setup_target() never sets the current_rt field because the target FindContext() chooses never gets propagated to context_acquire(). This patch ensures context_setup_target() is never called with a NULL target.
parent 56428c63
......@@ -1811,59 +1811,6 @@ static void SetupForBlit(struct wined3d_device *device, struct wined3d_context *
context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
}
/* Do not call while under the GL lock. */
static struct wined3d_context *FindContext(const struct wined3d_device *device, const struct wined3d_surface *target)
{
struct wined3d_context *current_context = context_get_current();
struct wined3d_context *context;
if (current_context && current_context->destroyed) current_context = NULL;
if (!target)
{
if (current_context
&& current_context->current_rt
&& current_context->swapchain->device == device)
{
target = current_context->current_rt;
}
else
{
struct wined3d_swapchain *swapchain = device->swapchains[0];
if (swapchain->back_buffers) target = swapchain->back_buffers[0];
else target = swapchain->front_buffer;
}
}
if (current_context && current_context->current_rt == target)
{
context_update_window(current_context);
return current_context;
}
if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
{
TRACE("Rendering onscreen\n");
context = swapchain_get_context(target->container.u.swapchain);
}
else
{
TRACE("Rendering offscreen\n");
/* Stay with the current context if possible. Otherwise use the
* context for the primary swapchain. */
if (current_context && current_context->swapchain->device == device)
context = current_context;
else
context = swapchain_get_context(device->swapchains[0]);
}
context_update_window(context);
return context;
}
static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
{
return rt_mask & (1 << 31);
......@@ -2290,7 +2237,6 @@ static void context_setup_target(struct wined3d_device *device,
{
BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
if (!target) return;
render_offscreen = surface_is_offscreen(target);
if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
......@@ -2347,7 +2293,50 @@ struct wined3d_context *context_acquire(struct wined3d_device *device, struct wi
TRACE("device %p, target %p.\n", device, target);
context = FindContext(device, target);
if (current_context && current_context->destroyed)
current_context = NULL;
if (!target)
{
if (current_context
&& current_context->current_rt
&& current_context->swapchain->device == device)
{
target = current_context->current_rt;
}
else
{
struct wined3d_swapchain *swapchain = device->swapchains[0];
if (swapchain->back_buffers)
target = swapchain->back_buffers[0];
else
target = swapchain->front_buffer;
}
}
if (current_context && current_context->current_rt == target)
{
context = current_context;
}
else if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
{
TRACE("Rendering onscreen.\n");
context = swapchain_get_context(target->container.u.swapchain);
}
else
{
TRACE("Rendering offscreen.\n");
/* Stay with the current context if possible. Otherwise use the
* context for the primary swapchain. */
if (current_context && current_context->swapchain->device == device)
context = current_context;
else
context = swapchain_get_context(device->swapchains[0]);
}
context_update_window(context);
context_setup_target(device, context, target);
context_enter(context);
if (!context->valid) return context;
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment