wined3d: ActivateContext caused a lot of recursive ENTER_GL calls while it is especially dangerous in here as this function can indirectly trigger GDI calls.

oldstable
Roderick Colenbrander 2008-10-18 23:57:36 +00:00 committed by Alexandre Julliard
parent b98a7b5082
commit e848aed2b8
1 changed files with 21 additions and 4 deletions

View File

@ -1056,6 +1056,13 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex
Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
/* Call ENTER_GL() once for all gl calls below. In theory we should not call
* helper functions in between gl calls. This function is full of Context_MarkStateDirty
* which can safely be called from here, we only lock once instead locking/unlocking
* after each GL call.
*/
ENTER_GL();
/* Disable all textures. The caller can then bind a texture it wants to blit
* from
*/
@ -1188,6 +1195,7 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex
glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
LEAVE_GL();
set_blit_dimension(width, height);
context->blit_w = width; context->blit_h = height;
@ -1416,11 +1424,14 @@ static void apply_draw_buffer(IWineD3DDeviceImpl *This, IWineD3DSurface *target,
if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain)))
{
IWineD3DSwapChain_Release((IUnknown *)swapchain);
ENTER_GL();
glDrawBuffer(surface_get_gl_buffer(target, swapchain));
checkGLcall("glDrawBuffers()");
LEAVE_GL();
}
else
{
ENTER_GL();
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if (!blit)
@ -1445,6 +1456,7 @@ static void apply_draw_buffer(IWineD3DDeviceImpl *This, IWineD3DSurface *target,
glDrawBuffer(This->offscreenBuffer);
checkGLcall("glDrawBuffer()");
}
LEAVE_GL();
}
}
@ -1512,9 +1524,6 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
last_device = This;
}
/* We only need ENTER_GL for the gl calls made below and for the helper functions which make GL calls */
ENTER_GL();
switch (usage) {
case CTXUSAGE_CLEAR:
case CTXUSAGE_DRAWPRIM:
@ -1533,11 +1542,16 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
context_bind_fbo((IWineD3DDevice *)This, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, target);
ENTER_GL();
GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0));
checkGLcall("glFramebufferRenderbufferEXT");
LEAVE_GL();
} else {
ENTER_GL();
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
checkGLcall("glFramebufferRenderbufferEXT");
LEAVE_GL();
}
context->draw_buffer_dirty = TRUE;
}
@ -1566,11 +1580,15 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
/* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
* blending when clearing improves the clearing performance incredibly.
*/
ENTER_GL();
glDisable(GL_BLEND);
LEAVE_GL();
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
ENTER_GL();
glEnable(GL_SCISSOR_TEST);
checkGLcall("glEnable GL_SCISSOR_TEST");
LEAVE_GL();
context->last_was_blit = FALSE;
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
@ -1604,5 +1622,4 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
default:
FIXME("Unexpected context usage requested\n");
}
LEAVE_GL();
}