--- 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/ > ___________________________________________________________ How much free photo storage do you get? Store your holiday snaps for FREE with Yahoo! Photos http://uk.photos.yahoo.com