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