Commit 25c0941e authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

ddraw: Add a separate function for surface cleanup.

parent f6e4f4a1
......@@ -293,6 +293,100 @@ void ddraw_surface_destroy(IDirectDrawSurfaceImpl *This)
HeapFree(GetProcessHeap(), 0, This);
}
static void ddraw_surface_cleanup(IDirectDrawSurfaceImpl *surface)
{
IDirectDrawSurfaceImpl *surf;
IUnknown *ifaceToRelease;
UINT i;
TRACE("surface %p.\n", surface);
if (surface->wined3d_texture) /* If it's a texture, destroy the wined3d texture. */
wined3d_texture_decref(surface->wined3d_texture);
else if (surface->wined3d_swapchain)
{
IDirectDrawImpl *ddraw = surface->ddraw;
/* If it's the render target, destroy the D3D device. */
if (ddraw->d3d_initialized && surface == ddraw->d3d_target)
{
TRACE("Destroying the render target, uninitializing D3D.\n");
for (i = 0; i < ddraw->numConvertedDecls; ++i)
{
wined3d_vertex_declaration_decref(ddraw->decls[i].decl);
}
HeapFree(GetProcessHeap(), 0, ddraw->decls);
ddraw->numConvertedDecls = 0;
if (FAILED(IWineD3DDevice_Uninit3D(ddraw->wineD3DDevice)))
{
ERR("Failed to uninit 3D.\n");
}
else
{
/* Free the d3d window if one was created. */
if (ddraw->d3d_window && ddraw->d3d_window != ddraw->dest_window)
{
TRACE("Destroying the hidden render window %p.\n", ddraw->d3d_window);
DestroyWindow(ddraw->d3d_window);
ddraw->d3d_window = 0;
}
}
ddraw->d3d_initialized = FALSE;
ddraw->d3d_target = NULL;
}
else
{
IWineD3DDevice_UninitGDI(ddraw->wineD3DDevice);
}
surface->wined3d_swapchain = NULL;
/* Reset to the default surface implementation type. This is needed
* if applications use non render target surfaces and expect blits to
* work after destroying the render target.
*
* TODO: Recreate existing offscreen surfaces. */
ddraw->ImplType = DefaultSurfaceType;
TRACE("D3D unloaded.\n");
}
/* The refcount test shows that the palette is detached when the surface
* is destroyed. */
IDirectDrawSurface7_SetPalette((IDirectDrawSurface7 *)surface, NULL);
/* Loop through all complex attached surfaces and destroy them.
*
* Yet again, only the root can have more than one complexly attached
* surface, all the others have a total of one. */
for (i = 0; i < MAX_COMPLEX_ATTACHED; ++i)
{
if (!surface->complex_array[i])
break;
surf = surface->complex_array[i];
surface->complex_array[i] = NULL;
while (surf)
{
IDirectDrawSurfaceImpl *destroy = surf;
surf = surf->complex_array[0]; /* Iterate through the "tree" */
ddraw_surface_destroy(destroy); /* Destroy it */
}
}
ifaceToRelease = surface->ifaceToRelease;
/* Destroy the root surface. */
ddraw_surface_destroy(surface);
/* Reduce the ddraw refcount */
if (ifaceToRelease)
IUnknown_Release(ifaceToRelease);
}
/*****************************************************************************
* IDirectDrawSurface7::Release
*
......@@ -331,12 +425,6 @@ static ULONG WINAPI ddraw_surface7_Release(IDirectDrawSurface7 *iface)
if (ref == 0)
{
IDirectDrawSurfaceImpl *surf;
IDirectDrawImpl *ddraw;
IUnknown *ifaceToRelease = This->ifaceToRelease;
UINT i;
/* Complex attached surfaces are destroyed implicitly when the root is released */
EnterCriticalSection(&ddraw_cs);
if(!This->is_complex_root)
......@@ -345,98 +433,7 @@ static ULONG WINAPI ddraw_surface7_Release(IDirectDrawSurface7 *iface)
LeaveCriticalSection(&ddraw_cs);
return ref;
}
ddraw = This->ddraw;
/* If it's a texture, destroy the WineD3DTexture.
* WineD3D will destroy the IParent interfaces
* of the sublevels, which destroys the WineD3DSurfaces.
* Set the surfaces to NULL to avoid destroying them again later
*/
if (This->wined3d_texture)
wined3d_texture_decref(This->wined3d_texture);
/* If it's the RenderTarget, destroy the d3ddevice */
else if (This->wined3d_swapchain)
{
if((ddraw->d3d_initialized) && (This == ddraw->d3d_target)) {
TRACE("(%p) Destroying the render target, uninitializing D3D\n", This);
for (i = 0; i < ddraw->numConvertedDecls; ++i)
{
wined3d_vertex_declaration_decref(ddraw->decls[i].decl);
}
HeapFree(GetProcessHeap(), 0, ddraw->decls);
ddraw->numConvertedDecls = 0;
if (FAILED(IWineD3DDevice_Uninit3D(ddraw->wineD3DDevice)))
{
/* Not good */
ERR("(%p) Failed to uninit 3D\n", This);
}
else
{
/* Free the d3d window if one was created */
if(ddraw->d3d_window != 0 && ddraw->d3d_window != ddraw->dest_window)
{
TRACE(" (%p) Destroying the hidden render window %p\n", This, ddraw->d3d_window);
DestroyWindow(ddraw->d3d_window);
ddraw->d3d_window = 0;
}
/* Unset the pointers */
}
This->wined3d_swapchain = NULL; /* Uninit3D releases the swapchain */
ddraw->d3d_initialized = FALSE;
ddraw->d3d_target = NULL;
}
else
{
IWineD3DDevice_UninitGDI(ddraw->wineD3DDevice);
This->wined3d_swapchain = NULL;
}
/* Reset to the default surface implementation type. This is needed if apps use
* non render target surfaces and expect blits to work after destroying the render
* target.
*
* TODO: Recreate existing offscreen surfaces
*/
ddraw->ImplType = DefaultSurfaceType;
/* Write a trace because D3D unloading was the reason for many
* crashes during development.
*/
TRACE("(%p) D3D unloaded\n", This);
}
/* The refcount test shows that the palette is detached when the surface is destroyed */
IDirectDrawSurface7_SetPalette((IDirectDrawSurface7 *)This, NULL);
/* Loop through all complex attached surfaces,
* and destroy them.
*
* Yet again, only the root can have more than one complexly attached surface, all the others
* have a total of one;
*/
for(i = 0; i < MAX_COMPLEX_ATTACHED; i++)
{
if(!This->complex_array[i]) break;
surf = This->complex_array[i];
This->complex_array[i] = NULL;
while(surf)
{
IDirectDrawSurfaceImpl *destroy = surf;
surf = surf->complex_array[0]; /* Iterate through the "tree" */
ddraw_surface_destroy(destroy); /* Destroy it */
}
}
/* Destroy the root surface. */
ddraw_surface_destroy(This);
/* Reduce the ddraw refcount */
if(ifaceToRelease) IUnknown_Release(ifaceToRelease);
ddraw_surface_cleanup(This);
LeaveCriticalSection(&ddraw_cs);
}
......
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