void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) { const struct wined3d_gl_info *gl_info; struct wined3d_context *context; if (query->context) { if (!query->context->gl_info->supported[ARB_SYNC] && query->context->tid != GetCurrentThreadId()) { #ifdef VBOX_WINE_WITH_SINGLE_CONTEXT ERR("unexpected\n"); #endif context_free_event_query(query); context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD); context_alloc_event_query(context, query); } else { context = context_acquire(device, query->context->current_rt, CTXUSAGE_RESOURCELOAD); } } else { context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD); context_alloc_event_query(context, query); } gl_info = context->gl_info; ENTER_GL(); if (gl_info->supported[ARB_SYNC]) { if (query->object.sync) GL_EXTCALL(glDeleteSync(query->object.sync)); checkGLcall("glDeleteSync"); query->object.sync = GL_EXTCALL(glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0)); checkGLcall("glFenceSync"); } else if (gl_info->supported[APPLE_FENCE]) { GL_EXTCALL(glSetFenceAPPLE(query->object.id)); checkGLcall("glSetFenceAPPLE"); } else if (gl_info->supported[NV_FENCE]) { GL_EXTCALL(glSetFenceNV(query->object.id, GL_ALL_COMPLETED_NV)); checkGLcall("glSetFenceNV"); } LEAVE_GL(); context_release(context); }
void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) { const struct wined3d_gl_info *gl_info; struct wined3d_context *context; if (query->context) { if (!query->context->gl_info->supported[ARB_SYNC] && query->context->tid != GetCurrentThreadId()) { context_free_event_query(query); context = context_acquire(device, NULL); context_alloc_event_query(context, query); } else { context = context_acquire(device, query->context->current_rt); } } else { context = context_acquire(device, NULL); context_alloc_event_query(context, query); } gl_info = context->gl_info; if (gl_info->supported[ARB_SYNC]) { if (query->object.sync) GL_EXTCALL(glDeleteSync(query->object.sync)); checkGLcall("glDeleteSync"); query->object.sync = GL_EXTCALL(glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0)); checkGLcall("glFenceSync"); } else if (gl_info->supported[APPLE_FENCE]) { GL_EXTCALL(glSetFenceAPPLE(query->object.id)); checkGLcall("glSetFenceAPPLE"); } else if (gl_info->supported[NV_FENCE]) { GL_EXTCALL(glSetFenceNV(query->object.id, GL_ALL_COMPLETED_NV)); checkGLcall("glSetFenceNV"); } context_release(context); }