diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index f51cc1d9bd2..2707407c388 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -628,6 +628,27 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex } } +/***************************************************************************** + * findThreadContextForSwapChain + * + * Searches a swapchain for all contexts and picks one for the thread tid. + * If none can be found the swapchain is requested to create a new context + * + *****************************************************************************/ +static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) { + int i; + + for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) { + if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) { + return ((IWineD3DSwapChainImpl *) swapchain)->context[i]; + } + + } + + /* Create a new context for the thread */ + return IWineD3DSwapChainImpl_CreateContextForThread(swapchain); +} + /***************************************************************************** * ActivateContext * @@ -660,17 +681,8 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU if(hr == WINED3D_OK && swapchain) { TRACE("Rendering onscreen\n"); - context = NULL; - for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) { - if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) { - context = ((IWineD3DSwapChainImpl *) swapchain)->context[i]; - } - } + context = findThreadContextForSwapChain(swapchain, tid); - if(!context) { - /* Create a new context for the thread */ - context = IWineD3DSwapChainImpl_CreateContextForThread(swapchain); - } This->render_offscreen = FALSE; /* The context != This->activeContext will catch a NOP context change. This can occur * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen @@ -685,6 +697,10 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU glDrawBuffer(GL_FRONT); checkGLcall("glDrawBuffer(GL_FRONT)"); } + } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) { + if(This->pbufferContext && tid == This->pbufferContext->tid) { + This->pbufferContext->tid = 0; + } } IWineD3DSwapChain_Release(swapchain); @@ -699,21 +715,20 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU TRACE("Rendering offscreen\n"); This->render_offscreen = TRUE; - if(tid != This->lastThread) { - FIXME("Offscreen rendering is only supported from the creation thread yet\n"); - FIXME("Expect a crash now ...\n"); - } - switch(wined3d_settings.offscreen_rendering_mode) { case ORM_FBO: /* FBOs do not need a different context. Stay with whatever context is active at the moment */ - if(This->activeContext) { + if(This->activeContext && tid == This->lastThread) { context = This->activeContext; } else { /* This may happen if the app jumps streight into offscreen rendering - * Start using the context of the primary swapchain + * Start using the context of the primary swapchain. tid == 0 is no problem + * for findThreadContextForSwapChain. + * + * Can also happen on thread switches - in that case findThreadContextForSwapChain + * is perfect to call. */ - context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]; + context = findThreadContextForSwapChain(This->swapchains[0], tid); } break; @@ -738,6 +753,10 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU } if(This->pbufferContext) { + if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) { + FIXME("The PBuffr context is only supported for one thread for now!\n"); + } + This->pbufferContext->tid = tid; context = This->pbufferContext; break; } else { @@ -748,13 +767,17 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU case ORM_BACKBUFFER: /* Stay with the currently active context for back buffer rendering */ - if(This->activeContext) { + if(This->activeContext && tid == This->lastThread) { context = This->activeContext; } else { /* This may happen if the app jumps streight into offscreen rendering - * Start using the context of the primary swapchain + * Start using the context of the primary swapchain. tid == 0 is no problem + * for findThreadContextForSwapChain. + * + * Can also happen on thread switches - in that case findThreadContextForSwapChain + * is perfect to call. */ - context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]; + context = findThreadContextForSwapChain(This->swapchains[0], tid); } glDrawBuffer(This->offscreenBuffer); checkGLcall("glDrawBuffer(This->offscreenBuffer)");