and correct some info for dx there. the real struct that are being alloc
the DD_DIRECTDRAW_GLOBAL are not true. it is never use in windows
it is a fake struct. the real struct is the undoc struct
EDD_DIRECTDRAW_LOCAL
if I do not completed mistake me. The surface object is EDD_SURFACE
also undoc in msdn. both are found in Feng Yuan - book
Windows Graphics Programming Win32 Gdi And Directdraw
----- Original Message -----
From: "Timo Kreuzer" <timo.kreuzer(a)web.de>
To: "ReactOS Development List" <ros-dev(a)reactos.org>
Sent: Friday, December 14, 2007 3:14 PM
Subject: Re: [ros-dev] gdi object code optimization
I have started with a new deleting mechanism, wich is
the way it works
on windows, see
http://www.reactos.org/wiki/index.php/Techwiki/win32k/gdiobjects
After that I'd like to change the allocation of objects to
XXXOBJ_AllocObj -> allocates only the memory and initializes it
GDIOBJ_CreateHandle -> inserts the object into the handle table, only
when neccessary
GDIOBJ_FreeHandle -> removes the object from the handle table
XXXOBJ_FreeObj -> frees the memory and performs cleanup
XXXOBJ_Xxx function will then use pointers to the data structures only
and we can stop that massive locking unlocking in most cases.
Can you explain your ideas? Where is it incompatible?
James Tabor schrieb:
Hi!
Let us start on this now.... It is time to restructure the GDI OBJ
Lock Unlock mess! Don't wait for me.
I'm working on the DCE issue which is a mess due to gdiobj.c over
think object locking system. The new
ideas I have will not be compatible with the current system.
Thanks,
James
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