Commit 32613eb6 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Introduce surface_cleanup().

parent 36685b07
......@@ -34,6 +34,64 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
WINE_DECLARE_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
static void surface_cleanup(IWineD3DSurfaceImpl *This)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
renderbuffer_entry_t *entry, *entry2;
TRACE("(%p) : Cleaning up.\n", This);
/* Need a context to destroy the texture. Use the currently active render
* target, but only if the primary render target exists. Otherwise
* lastActiveRenderTarget is garbage. When destroying the primary render
* target, Uninit3D() will activate a context before doing anything. */
if (device->render_targets && device->render_targets[0])
{
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
}
ENTER_GL();
if (This->glDescription.textureName)
{
/* Release the OpenGL texture. */
TRACE("Deleting texture %u.\n", This->glDescription.textureName);
glDeleteTextures(1, &This->glDescription.textureName);
}
if (This->Flags & SFLAG_PBO)
{
/* Delete the PBO. */
GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
}
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
{
GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
HeapFree(GetProcessHeap(), 0, entry);
}
LEAVE_GL();
if (This->Flags & SFLAG_DIBSECTION)
{
/* Release the DC. */
SelectObject(This->hDC, This->dib.holdbitmap);
DeleteDC(This->hDC);
/* Release the DIB section. */
DeleteObject(This->dib.DIBsection);
This->dib.bitmap_data = NULL;
This->resource.allocatedMemory = NULL;
}
if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
if (This->overlay_dest) list_remove(&This->overlay_entry);
HeapFree(GetProcessHeap(), 0, This->palette9);
resource_cleanup((IWineD3DResource *)This);
}
static void surface_force_reload(IWineD3DSurface *iface)
{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
......@@ -540,59 +598,15 @@ static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
ULONG ref = InterlockedDecrement(&This->resource.ref);
TRACE("(%p) : Releasing from %d\n", This, ref + 1);
if (ref == 0) {
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
renderbuffer_entry_t *entry, *entry2;
TRACE("(%p) : cleaning up\n", This);
/* Need a context to destroy the texture. Use the currently active render target, but only if
* the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
* When destroying the primary rt, Uninit3D will activate a context before doing anything
*/
if(device->render_targets && device->render_targets[0]) {
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
}
ENTER_GL();
if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
TRACE("Deleting texture %d\n", This->glDescription.textureName);
glDeleteTextures(1, &This->glDescription.textureName);
}
if(This->Flags & SFLAG_PBO) {
/* Delete the PBO */
GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
}
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
HeapFree(GetProcessHeap(), 0, entry);
}
LEAVE_GL();
if(This->Flags & SFLAG_DIBSECTION) {
/* Release the DC */
SelectObject(This->hDC, This->dib.holdbitmap);
DeleteDC(This->hDC);
/* Release the DIB section */
DeleteObject(This->dib.DIBsection);
This->dib.bitmap_data = NULL;
This->resource.allocatedMemory = NULL;
}
if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
HeapFree(GetProcessHeap(), 0, This->palette9);
resource_cleanup((IWineD3DResource *)iface);
if(This->overlay_dest) {
list_remove(&This->overlay_entry);
}
if (!ref)
{
surface_cleanup(This);
TRACE("(%p) Released\n", This);
TRACE("(%p) Released.\n", This);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
......
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