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wine
wine-winehq
Commits
3f0ea3d0
Commit
3f0ea3d0
authored
Sep 17, 2007
by
Stefan Dösinger
Committed by
Alexandre Julliard
Sep 18, 2007
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Plain Diff
wined3d: Move lastActiveRenderTarget cleanup to the device.
parent
9701f118
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Showing
2 changed files
with
31 additions
and
31 deletions
+31
-31
device.c
dlls/wined3d/device.c
+31
-0
surface.c
dlls/wined3d/surface.c
+0
-31
No files found.
dlls/wined3d/device.c
View file @
3f0ea3d0
...
...
@@ -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
);
...
...
dlls/wined3d/surface.c
View file @
3f0ea3d0
...
...
@@ -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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