st/nine: Don't present if window is occluded

The problem is that if one d3d present call fails,
because of our occlusion check in present method,
the next presentation call will send the same pixmap to the Xserver again,
without waiting it is released, which is wrong.

Move the present call after occlusion check to return and prevent
Xpixmaps errors.

Signed-off-by: Patrick Rudolph <siro@das-labor.org>
Reviewed-by: Axel Davy <axel.davy@ens.fr>
This commit is contained in:
Patrick Rudolph 2016-02-10 19:41:12 +01:00 committed by Axel Davy
parent c673c46ccf
commit 72be473ad1

View file

@ -778,17 +778,13 @@ NineSwapChain9_Present( struct NineSwapChain9 *This,
D3DWindowBuffer *handle_temp;
struct threadpool_task *task_temp;
int i;
HRESULT hr = present(This, pSourceRect, pDestRect,
hDestWindowOverride, pDirtyRegion, dwFlags);
HRESULT hr;
DBG("This=%p pSourceRect=%p pDestRect=%p hDestWindowOverride=%p "
"pDirtyRegion=%p dwFlags=%d\n",
This, pSourceRect, pDestRect, hDestWindowOverride,
pDirtyRegion,dwFlags);
if (hr == D3DERR_WASSTILLDRAWING)
return hr;
if (This->base.device->ex) {
if (NineSwapChain9_GetOccluded(This)) {
return S_PRESENT_OCCLUDED;
@ -803,6 +799,11 @@ NineSwapChain9_Present( struct NineSwapChain9 *This,
}
}
hr = present(This, pSourceRect, pDestRect,
hDestWindowOverride, pDirtyRegion, dwFlags);
if (hr == D3DERR_WASSTILLDRAWING)
return hr;
switch (This->params.SwapEffect) {
case D3DSWAPEFFECT_FLIP:
UNTESTED(4);