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wine
wine-cw
Commits
7ebf3d92
Commit
7ebf3d92
authored
Aug 14, 2007
by
Stefan Dösinger
Committed by
Alexandre Julliard
Aug 16, 2007
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Plain Diff
wined3d: Release the stateblock before destroying the swapchain.
parent
18936a1b
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1 changed file
with
19 additions
and
19 deletions
+19
-19
device.c
dlls/wined3d/device.c
+19
-19
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dlls/wined3d/device.c
View file @
7ebf3d92
...
...
@@ -1975,6 +1975,25 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_D
IWineD3DDevice_SetTexture
(
iface
,
WINED3DVERTEXTEXTURESAMPLER0
+
sampler
,
NULL
);
}
/* Release the update stateblock */
if
(
IWineD3DStateBlock_Release
((
IWineD3DStateBlock
*
)
This
->
updateStateBlock
)
>
0
){
if
(
This
->
updateStateBlock
!=
This
->
stateBlock
)
FIXME
(
"(%p) Something's still holding the Update stateblock
\n
"
,
This
);
}
This
->
updateStateBlock
=
NULL
;
{
/* because were not doing proper internal refcounts releasing the primary state block
causes recursion with the extra checks in ResourceReleased, to avoid this we have
to set this->stateBlock = NULL; first */
IWineD3DStateBlock
*
stateBlock
=
(
IWineD3DStateBlock
*
)
This
->
stateBlock
;
This
->
stateBlock
=
NULL
;
/* Release the stateblock */
if
(
IWineD3DStateBlock_Release
(
stateBlock
)
>
0
){
FIXME
(
"(%p) Something's still holding the Update stateblock
\n
"
,
This
);
}
}
/* Release the buffers (with sanity checks)*/
TRACE
(
"Releasing the depth stencil buffer at %p
\n
"
,
This
->
stencilBufferTarget
);
if
(
This
->
stencilBufferTarget
!=
NULL
&&
(
IWineD3DSurface_Release
(
This
->
stencilBufferTarget
)
>
0
)){
...
...
@@ -2008,25 +2027,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_D
This
->
swapchains
=
NULL
;
This
->
NumberOfSwapChains
=
0
;
/* Release the update stateblock */
if
(
IWineD3DStateBlock_Release
((
IWineD3DStateBlock
*
)
This
->
updateStateBlock
)
>
0
){
if
(
This
->
updateStateBlock
!=
This
->
stateBlock
)
FIXME
(
"(%p) Something's still holding the Update stateblock
\n
"
,
This
);
}
This
->
updateStateBlock
=
NULL
;
{
/* because were not doing proper internal refcounts releasing the primary state block
causes recursion with the extra checks in ResourceReleased, to avoid this we have
to set this->stateBlock = NULL; first */
IWineD3DStateBlock
*
stateBlock
=
(
IWineD3DStateBlock
*
)
This
->
stateBlock
;
This
->
stateBlock
=
NULL
;
/* Release the stateblock */
if
(
IWineD3DStateBlock_Release
(
stateBlock
)
>
0
){
FIXME
(
"(%p) Something's still holding the Update stateblock
\n
"
,
This
);
}
}
HeapFree
(
GetProcessHeap
(),
0
,
This
->
render_targets
);
HeapFree
(
GetProcessHeap
(),
0
,
This
->
fbo_color_attachments
);
HeapFree
(
GetProcessHeap
(),
0
,
This
->
draw_buffers
);
...
...
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