On 26 January 2010 13:42, Stefan Dösinger <[email protected]> wrote:
> If I let the buffer code create a wined3d_event_query then I'll have to 
> create internal functions like this for _Issue and _GetData as well, and the 
> real IWineD3DEventQueryImpl_Issue and IWineD3DEventQueryImpl_GetData would 
> just be simple wrappers. I think that doesn't make sense since 
> IWineD3DEventQuery is a wine(not wined3d) internal API as well. The event 
> query implementation would offer two interfaces that provide the same 
> functionality.
>
> If you're only concerned about checking for faked event queries we could move 
> the event and occlusion query faking into d3d9 and let WineD3D just fail 
> normal query creation if there is no GL support. D3d9 is the only client 
> library that needs faked event and occlusion query support. D3d9 has enough 
> information to return dummy data on its own if wined3d doesn't provide the 
> real queries.
>
> Do you have other concerns that would require a wined3d internal and wined3d 
> external event query interface?
>
>
Not for this patch. In the long term I'm not sure if we want to stick
with the current COM-style public wined3d interface, but that's mostly
a separate consideration.

As for this actual patch / series, I'm sure there are plenty of
different ways you could implement this, but it seems to me that using
IWineD3DQuery is one of the impractical ones. Using
wined3d_event_query is just a suggestion, if you can make things work
correctly in some other way that's of course fine as well.


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