On 29 January 2014 19:04, Chris Robinson chris.kcat@gmail.com wrote:
The multi-threaded command stream patches would fix this issue, wouldn't it? In that case, WineD3D has a GL context on its own thread to handle the D3D calls, leaving the app threads more or less alone. Of course, it'll be a while before they get into Wine proper.
It could, but only if we decide to enable CSMT even on uniprocessor systems, and only if we decide to do all GL calls in the worker thread, including e.g. resource maps and updates.