Commit ca05ef5d authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Don't free D3D vertex shaders until the wined3d vertex shader is destroyed.

parent afed6a3f
......@@ -161,6 +161,11 @@ static ULONG STDMETHODCALLTYPE d3d10_vertex_shader_AddRef(ID3D10VertexShader *if
TRACE("%p increasing refcount to %u\n", This, refcount);
if (refcount == 1)
{
IWineD3DVertexShader_AddRef(This->wined3d_shader);
}
return refcount;
}
......@@ -174,8 +179,6 @@ static ULONG STDMETHODCALLTYPE d3d10_vertex_shader_Release(ID3D10VertexShader *i
if (!refcount)
{
IWineD3DVertexShader_Release(This->wined3d_shader);
shader_free_signature(&This->output_signature);
HeapFree(GetProcessHeap(), 0, This);
}
return refcount;
......@@ -227,6 +230,18 @@ static const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl =
d3d10_vertex_shader_SetPrivateDataInterface,
};
static void STDMETHODCALLTYPE d3d10_vertex_shader_wined3d_object_destroyed(void *parent)
{
struct d3d10_vertex_shader *shader = parent;
shader_free_signature(&shader->output_signature);
HeapFree(GetProcessHeap(), 0, shader);
}
static const struct wined3d_parent_ops d3d10_vertex_shader_wined3d_parent_ops =
{
d3d10_vertex_shader_wined3d_object_destroyed,
};
HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d10_device *device,
const void *byte_code, SIZE_T byte_code_length)
{
......@@ -245,8 +260,8 @@ HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d1
}
hr = IWineD3DDevice_CreateVertexShader(device->wined3d_device,
shader_info.shader_code, &shader->output_signature,
&shader->wined3d_shader, (IUnknown *)shader);
shader_info.shader_code, &shader->output_signature, &shader->wined3d_shader,
(IUnknown *)shader, &d3d10_vertex_shader_wined3d_parent_ops);
if (FAILED(hr))
{
WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
......
......@@ -46,9 +46,23 @@ static ULONG WINAPI IDirect3DVertexShader8Impl_AddRef(IDirect3DVertexShader8 *if
TRACE("(%p) : AddRef from %d\n", This, ref - 1);
if (ref == 1 && This->wineD3DVertexShader)
{
wined3d_mutex_lock();
IWineD3DVertexShader_AddRef(This->wineD3DVertexShader);
wined3d_mutex_unlock();
}
return ref;
}
static void STDMETHODCALLTYPE d3d8_vertexshader_wined3d_object_destroyed(void *parent)
{
IDirect3DVertexShader8Impl *shader = parent;
IDirect3DVertexDeclaration8_Release(shader->vertex_declaration);
HeapFree(GetProcessHeap(), 0, shader);
}
static ULONG WINAPI IDirect3DVertexShader8Impl_Release(IDirect3DVertexShader8 *iface) {
IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface;
ULONG ref = InterlockedDecrement(&This->ref);
......@@ -56,14 +70,16 @@ static ULONG WINAPI IDirect3DVertexShader8Impl_Release(IDirect3DVertexShader8 *i
TRACE("(%p) : ReleaseRef to %d\n", This, ref);
if (ref == 0) {
IDirect3DVertexDeclaration8_Release(This->vertex_declaration);
if (This->wineD3DVertexShader)
{
wined3d_mutex_lock();
IWineD3DVertexShader_Release(This->wineD3DVertexShader);
wined3d_mutex_unlock();
}
HeapFree(GetProcessHeap(), 0, This);
else
{
d3d8_vertexshader_wined3d_object_destroyed(This);
}
}
return ref;
}
......@@ -76,6 +92,11 @@ static const IDirect3DVertexShader8Vtbl Direct3DVertexShader8_Vtbl =
IDirect3DVertexShader8Impl_Release,
};
static const struct wined3d_parent_ops d3d8_vertexshader_wined3d_parent_ops =
{
d3d8_vertexshader_wined3d_object_destroyed,
};
static HRESULT vertexshader_create_vertexdeclaration(IDirect3DDevice8Impl *device,
const DWORD *declaration, DWORD shader_handle, IDirect3DVertexDeclaration8 **decl_ptr)
{
......@@ -149,7 +170,8 @@ HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Im
wined3d_mutex_lock();
hr = IWineD3DDevice_CreateVertexShader(device->WineD3DDevice, byte_code,
NULL /* output signature */, &shader->wineD3DVertexShader, (IUnknown *)shader);
NULL /* output signature */, &shader->wineD3DVertexShader,
(IUnknown *)shader, &d3d8_vertexshader_wined3d_parent_ops);
wined3d_mutex_unlock();
if (FAILED(hr))
{
......
......@@ -46,6 +46,14 @@ static ULONG WINAPI IDirect3DVertexShader9Impl_AddRef(LPDIRECT3DVERTEXSHADER9 if
TRACE("(%p) : AddRef from %d\n", This, ref - 1);
if (ref == 1)
{
IDirect3DDevice9Ex_AddRef(This->parentDevice);
wined3d_mutex_lock();
IWineD3DVertexShader_AddRef(This->wineD3DVertexShader);
wined3d_mutex_unlock();
}
return ref;
}
......@@ -56,12 +64,10 @@ static ULONG WINAPI IDirect3DVertexShader9Impl_Release(LPDIRECT3DVERTEXSHADER9 i
TRACE("(%p) : ReleaseRef to %d\n", This, ref);
if (ref == 0) {
IDirect3DDevice9Ex_Release(This->parentDevice);
wined3d_mutex_lock();
IWineD3DVertexShader_Release(This->wineD3DVertexShader);
wined3d_mutex_unlock();
IDirect3DDevice9Ex_Release(This->parentDevice);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
......@@ -111,6 +117,16 @@ static const IDirect3DVertexShader9Vtbl Direct3DVertexShader9_Vtbl =
IDirect3DVertexShader9Impl_GetFunction
};
static void STDMETHODCALLTYPE d3d9_vertexshader_wined3d_object_destroyed(void *parent)
{
HeapFree(GetProcessHeap(), 0, parent);
}
static const struct wined3d_parent_ops d3d9_vertexshader_wined3d_parent_ops =
{
d3d9_vertexshader_wined3d_object_destroyed,
};
HRESULT vertexshader_init(IDirect3DVertexShader9Impl *shader, IDirect3DDevice9Impl *device, const DWORD *byte_code)
{
HRESULT hr;
......@@ -120,7 +136,8 @@ HRESULT vertexshader_init(IDirect3DVertexShader9Impl *shader, IDirect3DDevice9Im
wined3d_mutex_lock();
hr = IWineD3DDevice_CreateVertexShader(device->WineD3DDevice, byte_code,
NULL /* output signature */, &shader->wineD3DVertexShader, (IUnknown *)shader);
NULL /* output signature */, &shader->wineD3DVertexShader,
(IUnknown *)shader, &d3d9_vertexshader_wined3d_parent_ops);
wined3d_mutex_unlock();
if (FAILED(hr))
{
......
......@@ -1762,7 +1762,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF(IWineD3D
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface,
const DWORD *pFunction, const struct wined3d_shader_signature *output_signature,
IWineD3DVertexShader **ppVertexShader, IUnknown *parent)
IWineD3DVertexShader **ppVertexShader, IUnknown *parent,
const struct wined3d_parent_ops *parent_ops)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DVertexShaderImpl *object;
......@@ -1775,7 +1776,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *ifac
return E_OUTOFMEMORY;
}
hr = vertexshader_init(object, This, pFunction, output_signature, parent);
hr = vertexshader_init(object, This, pFunction, output_signature, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
......
......@@ -174,6 +174,7 @@ static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface
if (!refcount)
{
shader_cleanup((IWineD3DBaseShader *)iface);
This->parent_ops->wined3d_object_destroyed(This->parent);
HeapFree(GetProcessHeap(), 0, This);
}
......@@ -355,7 +356,7 @@ void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockIm
HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
IUnknown *parent)
IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
{
HRESULT hr;
......@@ -363,6 +364,7 @@ HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *
shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
shader->parent = parent;
shader->parent_ops = parent_ops;
shader_init(&shader->baseShader, (IWineD3DDevice *)device);
list_add_head(&device->shaders, &shader->baseShader.shader_list_entry);
......
......@@ -2764,6 +2764,7 @@ typedef struct IWineD3DVertexShaderImpl {
/* IWineD3DVertexShaderImpl */
IUnknown *parent;
const struct wined3d_parent_ops *parent_ops;
/* The GL shader */
void *backend_priv;
......@@ -2780,7 +2781,7 @@ void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockIm
struct vs_compile_args *args) DECLSPEC_HIDDEN;
HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
IUnknown *parent) DECLSPEC_HIDDEN;
IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
/*****************************************************************************
* IDirect3DPixelShader implementation structure
......
......@@ -3006,7 +3006,8 @@ interface IWineD3DDevice : IWineD3DBase
[in] const DWORD *function,
[in] const struct wined3d_shader_signature *output_signature,
[out] IWineD3DVertexShader **shader,
[in] IUnknown *parent
[in] IUnknown *parent,
[in] const struct wined3d_parent_ops *parent_ops
);
HRESULT CreatePixelShader(
[in] const DWORD *function,
......
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