Commit 77face22 authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

wined3d: Get rid of context_validate.

It should not be needed anymore, now the wined3d context is implicitly validated on GL context activation. The check itself wasn't reliable because of some threading issues and it also brought a small performance hit.
parent ae58e47c
......@@ -800,6 +800,9 @@ static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC
static void context_update_window(struct wined3d_context *context)
{
if (context->win_handle == context->swapchain->win_handle)
return;
TRACE("Updating context %p window from %p to %p.\n",
context, context->win_handle, context->swapchain->win_handle);
......@@ -842,22 +845,6 @@ err:
}
/* Do not call while under the GL lock. */
static void context_validate(struct wined3d_context *context)
{
HWND wnd = WindowFromDC(context->hdc);
if (wnd != context->win_handle)
{
WARN("DC %p belongs to window %p instead of %p.\n",
context->hdc, wnd, context->win_handle);
context->valid = 0;
}
if (context->win_handle != context->swapchain->win_handle)
context_update_window(context);
}
/* Do not call while under the GL lock. */
static void context_destroy_gl_resources(struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
......@@ -871,8 +858,9 @@ static void context_destroy_gl_resources(struct wined3d_context *context)
restore_ctx = pwglGetCurrentContext();
restore_dc = pwglGetCurrentDC();
context_validate(context);
if (context->valid && restore_ctx != context->glCtx) pwglMakeCurrent(context->hdc, context->glCtx);
context_update_window(context);
if (context->valid && restore_ctx != context->glCtx)
context->valid = !!pwglMakeCurrent(context->hdc, context->glCtx);
else restore_ctx = NULL;
ENTER_GL();
......@@ -1900,7 +1888,7 @@ static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSur
if (current_context && current_context->current_rt == target)
{
context_validate(current_context);
context_update_window(current_context);
return current_context;
}
......@@ -1922,7 +1910,7 @@ static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSur
context = swapchain_get_context(This->swapchains[0]);
}
context_validate(context);
context_update_window(context);
return context;
}
......
......@@ -2123,6 +2123,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface,
if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
/* Force making the context current again, to verify it is still valid
* (workaround for broken drivers) */
context_set_current(NULL);
/* I don't think that the interface guarantees that the device is destroyed from the same thread
* it was created. Thus make sure a context is active for the glDelete* calls
*/
......
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