Commit 5e37345b authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Activate a different context if the active render target is destroyed.

parent 762e2279
......@@ -247,6 +247,38 @@ ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
if (ref == 0) {
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->resource.wineD3DDevice;
TRACE("(%p) : cleaning up\n", This);
if(iface == device->lastActiveRenderTarget) {
IWineD3DSwapChainImpl *swapchain = device->swapchains ? (IWineD3DSwapChainImpl *) device->swapchains[0] : NULL;
TRACE("Last active render target destroyed\n");
/* Find a replacement surface for the currently active back buffer. The context manager does not do NULL
* checks, so switch to a valid target as long as the currently set surface is still valid. Use the
* surface of the implicit swpchain. If that is the same as the destroyed surface the device is destroyed
* and the lastActiveRenderTarget member shouldn't matter
*/
if(swapchain) {
if(swapchain->backBuffer && swapchain->backBuffer[0] != iface) {
TRACE("Activating primary back buffer\n");
ActivateContext(device, swapchain->backBuffer[0], CTXUSAGE_RESOURCELOAD);
} else if(!swapchain->backBuffer && swapchain->frontBuffer != iface) {
/* Single buffering environment */
TRACE("Activating primary front buffer\n");
ActivateContext(device, swapchain->frontBuffer, CTXUSAGE_RESOURCELOAD);
} else {
TRACE("Device is beeing destroyed, setting lastActiveRenderTarget = 0xdeadbabe\n");
/* Implicit render target destroyed, that means the device is beeing destroyed
* whatever we set here, it shouldn't matter
*/
device->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadbabe;
}
} else {
/* May happen during ddraw uninitialization */
TRACE("Render target set, but swapchain does not exist!\n");
device->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadcafe;
}
}
if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
ENTER_GL();
TRACE("Deleting texture %d\n", This->glDescription.textureName);
......@@ -269,10 +301,6 @@ ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
if(iface == device->ddraw_primary)
device->ddraw_primary = NULL;
if(iface == device->lastActiveRenderTarget) {
device->lastActiveRenderTarget = NULL;
}
TRACE("(%p) Released\n", This);
HeapFree(GetProcessHeap(), 0, This);
......
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