[Mesa-dev] [PATCH 3/4] nine: handle D3DISSUE_END without previous D3DISSUE_BEGIN

John Ettedgui john.ettedgui at gmail.com
Fri Nov 21 23:05:11 PST 2014


On Fri Nov 21 2014 at 10:51:59 PM Ilia Mirkin <imirkin at alum.mit.edu> wrote:

>
> No, but it seems like my proposed code above handles all the
> situations... if it's in the Building state (aka 'RUNNING'), then it
> just executes end_query. If it's in any other state (i.e. FRESH,
> ENDED, or FLUSHED) it will start a query anew and flip back to the
> ENDED state (which roughly corresponds to Issued). I guess
> FRESH/FLUSHED correspond to 'Signaled', although ENDED can mean
> 'Signaled' as well since nothing changes the state if
> pipe->get_query_results succeeds.
>
> Maybe you are right.
I'm trying to run this code, but unfortunately I am currently unable to run
wine on the only game I had this issue with..  I'm guessing it's server
related.
I'll get back to you once I have some results.

> BTW, please note that I know exceedingly little about the d3d9 api --
> I'm just going by the msdn page you linked to + knowledge of gallium.
> I could well have misunderstood something.
>
> Little knowledge about d3d9 is already more than I have so I'll still take
your advice over my guesses for now.
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