Commit 3f0ea3d0 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Move lastActiveRenderTarget cleanup to the device.

parent 9701f118
......@@ -6869,6 +6869,37 @@ static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IW
/* Cleanup any FBO attachments if d3d is enabled */
if(This->d3d_initialized) {
if((IWineD3DSurface *)resource == This->lastActiveRenderTarget) {
IWineD3DSwapChainImpl *swapchain = This->swapchains ? (IWineD3DSwapChainImpl *) This->swapchains[0] : NULL;
TRACE("Last active render target destroyed\n");
/* Find a replacement surface for the currently active back buffer. The context manager does not do NULL
* checks, so switch to a valid target as long as the currently set surface is still valid. Use the
* surface of the implicit swpchain. If that is the same as the destroyed surface the device is destroyed
* and the lastActiveRenderTarget member shouldn't matter
*/
if(swapchain) {
if(swapchain->backBuffer && swapchain->backBuffer[0] != (IWineD3DSurface *)resource) {
TRACE("Activating primary back buffer\n");
ActivateContext(This, swapchain->backBuffer[0], CTXUSAGE_RESOURCELOAD);
} else if(!swapchain->backBuffer && swapchain->frontBuffer != (IWineD3DSurface *)resource) {
/* Single buffering environment */
TRACE("Activating primary front buffer\n");
ActivateContext(This, swapchain->frontBuffer, CTXUSAGE_RESOURCELOAD);
} else {
TRACE("Device is being destroyed, setting lastActiveRenderTarget = 0xdeadbabe\n");
/* Implicit render target destroyed, that means the device is being destroyed
* whatever we set here, it shouldn't matter
*/
This->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadbabe;
}
} else {
/* May happen during ddraw uninitialization */
TRACE("Render target set, but swapchain does not exist!\n");
This->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadcafe;
}
}
for (i = 0; i < GL_LIMITS(buffers); ++i) {
if (This->fbo_color_attachments[i] == (IWineD3DSurface *)resource) {
bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
......
......@@ -343,37 +343,6 @@ ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
renderbuffer_entry_t *entry, *entry2;
TRACE("(%p) : cleaning up\n", This);
if(iface == device->lastActiveRenderTarget) {
IWineD3DSwapChainImpl *swapchain = device->swapchains ? (IWineD3DSwapChainImpl *) device->swapchains[0] : NULL;
TRACE("Last active render target destroyed\n");
/* Find a replacement surface for the currently active back buffer. The context manager does not do NULL
* checks, so switch to a valid target as long as the currently set surface is still valid. Use the
* surface of the implicit swpchain. If that is the same as the destroyed surface the device is destroyed
* and the lastActiveRenderTarget member shouldn't matter
*/
if(swapchain) {
if(swapchain->backBuffer && swapchain->backBuffer[0] != iface) {
TRACE("Activating primary back buffer\n");
ActivateContext(device, swapchain->backBuffer[0], CTXUSAGE_RESOURCELOAD);
} else if(!swapchain->backBuffer && swapchain->frontBuffer != iface) {
/* Single buffering environment */
TRACE("Activating primary front buffer\n");
ActivateContext(device, swapchain->frontBuffer, CTXUSAGE_RESOURCELOAD);
} else {
TRACE("Device is being destroyed, setting lastActiveRenderTarget = 0xdeadbabe\n");
/* Implicit render target destroyed, that means the device is being destroyed
* whatever we set here, it shouldn't matter
*/
device->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadbabe;
}
} else {
/* May happen during ddraw uninitialization */
TRACE("Render target set, but swapchain does not exist!\n");
device->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadcafe;
}
}
if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
/* Need a context to destroy the texture. Use the currently active render target, but only if
......
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