--- Lionel Ulmer <[EMAIL PROTECTED]> wrote:
> On Sat, Oct 15, 2005 at 08:13:24PM +0100, Oliver Stieber wrote:
> > We could do that, or we could signal the other thread an tell it to release
> > the context which
> > should cut down on the context switching, I'm not sure how easy that would
> > be to setup (it
> doesn't
> > seem possible using even objects because the thread has to be waiting)
>
> Well, the 'signal' option is (AFAIK) what Transgaming does in Cedega to fix
> the issue.
>
> > Another option would be to create a new context that shares resources with
> > the other contexts
> and
> > copy over the state from the old context to the new one.
>
> And this is what I planned to implement when the I have the motivation and
> the time (discussed about it on IRC with a guy some time ago trying to find
> the best way to do that).
>
> I may try it one of these days for some specific cases (like for Dungeon
> Siege) and if it works, generalize to all cases.
>
For wined3d the code in device.c:IWineD3DDeviceImpl_ActiveRender could be
improved and used,
it creates a new context for a render target and then applies the current state
block to update
the states. I've got some code that improves updating the states so that only
changes are updated
but it's a bit work in progress at the moment. It may be easier to do in
DirectX 7 because of the
way it manages states.
Oliver.
> Lionel
>
> --
> Lionel Ulmer - http://www.bbrox.org/
>
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