Commit e6ca176a authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Rename DestroyContext() to context_destroy().

parent c0050b8e
......@@ -1501,7 +1501,7 @@ out:
* destroyed or unset. context is not a valid pointer after that call.
*
* Similar to the former call this isn't a performance critical function. A
* helper function for DestroyContext.
* helper function for context_destroy().
*
* Params:
* This: Device to activate the context for
......@@ -1556,16 +1556,16 @@ static void RemoveContextFromArray(IWineD3DDeviceImpl *This, struct wined3d_cont
}
/*****************************************************************************
* DestroyContext
* context_destroy
*
* Destroys a wineD3DContext
* Destroys a wined3d context
*
* Params:
* This: Device to activate the context for
* context: Context to destroy
*
*****************************************************************************/
void DestroyContext(IWineD3DDeviceImpl *This, struct wined3d_context *context)
void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
{
BOOL destroy;
......@@ -1904,7 +1904,7 @@ retry:
|| This->pbufferWidth < targetimpl->currentDesc.Width
|| This->pbufferHeight < targetimpl->currentDesc.Height)
{
if (This->pbufferContext) DestroyContext(This, This->pbufferContext);
if (This->pbufferContext) context_destroy(This, This->pbufferContext);
/* The display is irrelevant here, the window is 0. But
* context_create() needs a valid X connection. Create the context
......
......@@ -1307,7 +1307,7 @@ error:
if(object->context && object->context[0])
{
context_release(object->context[0]);
DestroyContext(This, object->context[0]);
context_destroy(This, object->context[0]);
}
if (object->frontBuffer) IWineD3DSurface_Release(object->frontBuffer);
HeapFree(GetProcessHeap(), 0, object);
......@@ -2011,7 +2011,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface,
}
/* Delete the pbuffer context if there is any */
if(This->pbufferContext) DestroyContext(This, This->pbufferContext);
if(This->pbufferContext) context_destroy(This, This->pbufferContext);
/* Delete the mouse cursor texture */
if(This->cursorTexture) {
......@@ -6658,8 +6658,9 @@ void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_
context_release(context);
while(This->numContexts) {
DestroyContext(This, This->contexts[0]);
while (This->numContexts)
{
context_destroy(This, This->contexts[0]);
}
HeapFree(GetProcessHeap(), 0, swapchain->context);
swapchain->context = NULL;
......
......@@ -76,7 +76,7 @@ static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
for (i = 0; i < This->num_contexts; ++i)
{
DestroyContext(This->wineD3DDevice, This->context[i]);
context_destroy(This->wineD3DDevice, This->context[i]);
}
/* Restore the screen resolution if we rendered in fullscreen
* This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
......@@ -354,7 +354,7 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapCh
memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
IWineD3DSurface_UnlockRect(This->backBuffer[0]);
DestroyContext(This->wineD3DDevice, This->context[0]);
context_destroy(This->wineD3DDevice, This->context[0]);
This->context[0] = context_create(This->wineD3DDevice, (IWineD3DSurfaceImpl *)This->frontBuffer,
This->win_handle, FALSE /* pbuffer */, &This->presentParms);
context_release(This->context[0]);
......@@ -408,7 +408,7 @@ struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *i
newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
if(!newArray) {
ERR("Out of memory when trying to allocate a new context array\n");
DestroyContext(This->wineD3DDevice, ctx);
context_destroy(This->wineD3DDevice, ctx);
return NULL;
}
memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
......
......@@ -1164,7 +1164,6 @@ typedef enum ContextUsage {
CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
} ContextUsage;
void DestroyContext(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This,
IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
void context_alloc_event_query(struct wined3d_context *context,
......@@ -1180,6 +1179,7 @@ void context_attach_surface_fbo(const struct wined3d_context *context,
GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) DECLSPEC_HIDDEN;
struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win,
BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *present_parameters) DECLSPEC_HIDDEN;
void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
......
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