Commit 3f455832 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Unbind stateblock resources in wined3d_device_uninit_3d().

parent 5b17ba88
......@@ -1427,6 +1427,8 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
if (device->logo_surface)
wined3d_surface_decref(device->logo_surface);
stateblock_unbind_resources(device->stateBlock);
/* Unload resources */
LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
{
......@@ -5412,20 +5414,12 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
struct wined3d_display_mode mode;
BOOL DisplayModeChanged = FALSE;
BOOL update_desc = FALSE;
unsigned int i;
HRESULT hr;
TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
wined3d_device_set_index_buffer(device, NULL, WINED3DFMT_UNKNOWN);
for (i = 0; i < MAX_STREAMS; ++i)
{
wined3d_device_set_stream_source(device, i, NULL, 0, 0);
}
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
{
wined3d_device_set_texture(device, i, NULL);
}
stateblock_unbind_resources(device->stateBlock);
if (device->onscreen_depth_stencil)
{
wined3d_surface_decref(device->onscreen_depth_stencil);
......
......@@ -466,54 +466,69 @@ ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
return refcount;
}
ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
void stateblock_unbind_resources(struct wined3d_stateblock *stateblock)
{
ULONG refcount = InterlockedDecrement(&stateblock->ref);
TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
if (!refcount)
{
struct wined3d_state *state = &stateblock->state;
struct wined3d_vertex_declaration *decl;
struct wined3d_texture *texture;
struct wined3d_buffer *buffer;
int counter;
struct wined3d_shader *shader;
unsigned int i;
if (stateblock->state.vertex_declaration)
wined3d_vertex_declaration_decref(stateblock->state.vertex_declaration);
if ((decl = state->vertex_declaration))
{
state->vertex_declaration = NULL;
wined3d_vertex_declaration_decref(decl);
}
for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++)
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
{
struct wined3d_texture *texture = stateblock->state.textures[counter];
if (texture)
if ((texture = state->textures[i]))
{
stateblock->state.textures[counter] = NULL;
state->textures[i] = NULL;
wined3d_texture_decref(texture);
}
}
for (counter = 0; counter < MAX_STREAMS; ++counter)
{
buffer = stateblock->state.streams[counter].buffer;
if (buffer)
for (i = 0; i < MAX_STREAMS; ++i)
{
stateblock->state.streams[counter].buffer = NULL;
if (wined3d_buffer_decref(buffer))
if ((buffer = state->streams[i].buffer))
{
WARN("Buffer %p still referenced by stateblock, stream %u.\n", buffer, counter);
}
state->streams[i].buffer = NULL;
wined3d_buffer_decref(buffer);
}
}
buffer = stateblock->state.index_buffer;
if (buffer)
if ((buffer = state->index_buffer))
{
stateblock->state.index_buffer = NULL;
state->index_buffer = NULL;
wined3d_buffer_decref(buffer);
}
if (stateblock->state.vertex_shader)
wined3d_shader_decref(stateblock->state.vertex_shader);
if (stateblock->state.pixel_shader)
wined3d_shader_decref(stateblock->state.pixel_shader);
if ((shader = state->vertex_shader))
{
state->vertex_shader = NULL;
wined3d_shader_decref(shader);
}
if ((shader = state->pixel_shader))
{
state->pixel_shader = NULL;
wined3d_shader_decref(shader);
}
}
ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
{
ULONG refcount = InterlockedDecrement(&stateblock->ref);
TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
if (!refcount)
{
int counter;
stateblock_unbind_resources(stateblock);
for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
{
......
......@@ -2331,6 +2331,7 @@ struct wined3d_stateblock
void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
void stateblock_init_default_state(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
void stateblock_unbind_resources(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
/* Direct3D terminology with little modifications. We do not have an issued state
* because only the driver knows about it, but we have a created state because d3d
......
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