d3d: Bug in handling of depth-stencil surfaces, and potential patch

2008-10-09 Thread Jim Cameron
he equivalent change in D3D8 as well, but I haven't considered that. Cheers, jimFrom 880f9c714ec701b071da012fc4009bb51a011765 Mon Sep 17 00:00:00 2001 From: Jim Cameron <[EMAIL PROTECTED]> Date: Thu, 9 Oct 2008 22:11:14 +0100 Subject: Protect current depth-stencil surface from deletion

Re: winex11.drv: Make wglShareLists() cope with previously selected destination context (try 3)

2008-09-19 Thread Jim Cameron
> Resending to the proper email address, this time.. And I likewise ;) (I was just thinking, "I swear I hit Reply All"...) > The referred to "lists" aren't display lists. > It's more appropritely (specific > sets of) resources.. eg. the list of valid textures, the > list of valid shader > objec

Re: winex11.drv: Make wglShareLists() cope with previously selected destination context (try 3)

2008-09-19 Thread Jim Cameron
> First of all note that glXDestroyContext only destroys a > context after no of the other threads is using it (it is in > the specs of glXDestroyContext). Surely this means we've got to be doubly careful about keeping track of contexts that are current, otherwise we'd end up with WGL contexts ba

Re: winex11.drv: Hack to delete already-created destination context in wglShareLists()

2008-08-28 Thread JIM CAMERON
--- Roderick Colenbrander <[EMAIL PROTECTED]> wrote: > The proper way to emulate wglShareLists is to > recreate a context and to use glXCopyContext to > restore all states. glXCopyContexts is not well > known and for that reason very buggy (the nvidia > drivers segfault) and dri drivers only offer