Commit 63d27943 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

d3d10core: Add locking around wined3d calls.

parent a00d6ccb
......@@ -74,8 +74,10 @@ static ULONG STDMETHODCALLTYPE d3d10_query_Release(ID3D10Query *iface)
if (!refcount)
{
ID3D10Device1_Release(query->device);
wined3d_mutex_lock();
wined3d_query_decref(query->wined3d_query);
wined3d_private_store_cleanup(&query->private_store);
wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, query);
}
......@@ -215,6 +217,7 @@ HRESULT d3d10_query_init(struct d3d10_query *query, struct d3d10_device *device,
query->ID3D10Query_iface.lpVtbl = &d3d10_query_vtbl;
query->refcount = 1;
wined3d_mutex_lock();
wined3d_private_store_init(&query->private_store);
if (FAILED(hr = wined3d_query_create(device->wined3d_device,
......@@ -222,8 +225,10 @@ HRESULT d3d10_query_init(struct d3d10_query *query, struct d3d10_device *device,
{
WARN("Failed to create wined3d query, hr %#x.\n", hr);
wined3d_private_store_cleanup(&query->private_store);
wined3d_mutex_unlock();
return hr;
}
wined3d_mutex_unlock();
query->predicate = predicate;
query->device = &device->ID3D10Device1_iface;
......
......@@ -61,7 +61,9 @@ static ULONG STDMETHODCALLTYPE d3d10_buffer_AddRef(ID3D10Buffer *iface)
if (refcount == 1)
{
ID3D10Device1_AddRef(buffer->device);
wined3d_mutex_lock();
wined3d_buffer_incref(buffer->wined3d_buffer);
wined3d_mutex_unlock();
}
return refcount;
......@@ -78,7 +80,9 @@ static ULONG STDMETHODCALLTYPE d3d10_buffer_Release(ID3D10Buffer *iface)
{
ID3D10Device1 *device = buffer->device;
wined3d_mutex_lock();
wined3d_buffer_decref(buffer->wined3d_buffer);
wined3d_mutex_unlock();
/* Release the device last, it may cause the wined3d device to be
* destroyed. */
ID3D10Device1_Release(device);
......@@ -157,14 +161,19 @@ static UINT STDMETHODCALLTYPE d3d10_buffer_GetEvictionPriority(ID3D10Buffer *ifa
static HRESULT STDMETHODCALLTYPE d3d10_buffer_Map(ID3D10Buffer *iface, D3D10_MAP map_type, UINT map_flags, void **data)
{
struct d3d10_buffer *buffer = impl_from_ID3D10Buffer(iface);
HRESULT hr;
TRACE("iface %p, map_type %u, map_flags %#x, data %p.\n", iface, map_type, map_flags, data);
if (map_flags)
FIXME("Ignoring map_flags %#x.\n", map_flags);
return wined3d_buffer_map(buffer->wined3d_buffer, 0, 0, (BYTE **)data,
wined3d_mutex_lock();
hr = wined3d_buffer_map(buffer->wined3d_buffer, 0, 0, (BYTE **)data,
wined3d_map_flags_from_d3d10_map_type(map_type));
wined3d_mutex_unlock();
return hr;
}
static void STDMETHODCALLTYPE d3d10_buffer_Unmap(ID3D10Buffer *iface)
......@@ -173,7 +182,9 @@ static void STDMETHODCALLTYPE d3d10_buffer_Unmap(ID3D10Buffer *iface)
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
wined3d_buffer_unmap(buffer->wined3d_buffer);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_buffer_GetDesc(ID3D10Buffer *iface, D3D10_BUFFER_DESC *desc)
......@@ -231,6 +242,7 @@ HRESULT d3d10_buffer_init(struct d3d10_buffer *buffer, struct d3d10_device *devi
buffer->ID3D10Buffer_iface.lpVtbl = &d3d10_buffer_vtbl;
buffer->refcount = 1;
wined3d_mutex_lock();
wined3d_private_store_init(&buffer->private_store);
wined3d_desc.byte_width = desc->ByteWidth;
......@@ -245,8 +257,10 @@ HRESULT d3d10_buffer_init(struct d3d10_buffer *buffer, struct d3d10_device *devi
{
WARN("Failed to create wined3d buffer, hr %#x.\n", hr);
wined3d_private_store_cleanup(&buffer->private_store);
wined3d_mutex_unlock();
return hr;
}
wined3d_mutex_unlock();
buffer->device = &device->ID3D10Device1_iface;
ID3D10Device1_AddRef(buffer->device);
......
......@@ -130,7 +130,9 @@ static ULONG STDMETHODCALLTYPE d3d10_input_layout_AddRef(ID3D10InputLayout *ifac
if (refcount == 1)
{
wined3d_mutex_lock();
wined3d_vertex_declaration_incref(This->wined3d_decl);
wined3d_mutex_unlock();
}
return refcount;
......@@ -145,7 +147,9 @@ static ULONG STDMETHODCALLTYPE d3d10_input_layout_Release(ID3D10InputLayout *ifa
if (!refcount)
{
wined3d_mutex_lock();
wined3d_vertex_declaration_decref(This->wined3d_decl);
wined3d_mutex_unlock();
}
return refcount;
......@@ -225,6 +229,7 @@ HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_
layout->ID3D10InputLayout_iface.lpVtbl = &d3d10_input_layout_vtbl;
layout->refcount = 1;
wined3d_mutex_lock();
wined3d_private_store_init(&layout->private_store);
if (FAILED(hr = d3d10_input_layout_to_wined3d_declaration(element_descs, element_count,
......@@ -232,6 +237,7 @@ HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_
{
WARN("Failed to create wined3d vertex declaration elements, hr %#x.\n", hr);
wined3d_private_store_cleanup(&layout->private_store);
wined3d_mutex_unlock();
return hr;
}
......@@ -242,8 +248,10 @@ HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_
{
WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
wined3d_private_store_cleanup(&layout->private_store);
wined3d_mutex_unlock();
return hr;
}
wined3d_mutex_unlock();
return S_OK;
}
......
......@@ -159,7 +159,9 @@ static ULONG STDMETHODCALLTYPE d3d10_vertex_shader_AddRef(ID3D10VertexShader *if
if (refcount == 1)
{
ID3D10Device1_AddRef(This->device);
wined3d_mutex_lock();
wined3d_shader_incref(This->wined3d_shader);
wined3d_mutex_unlock();
}
return refcount;
......@@ -176,7 +178,9 @@ static ULONG STDMETHODCALLTYPE d3d10_vertex_shader_Release(ID3D10VertexShader *i
{
ID3D10Device1 *device = This->device;
wined3d_mutex_lock();
wined3d_shader_decref(This->wined3d_shader);
wined3d_mutex_unlock();
/* Release the device last, it may cause the wined3d device to be
* destroyed. */
ID3D10Device1_Release(device);
......@@ -266,6 +270,7 @@ HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d1
shader->ID3D10VertexShader_iface.lpVtbl = &d3d10_vertex_shader_vtbl;
shader->refcount = 1;
wined3d_mutex_lock();
wined3d_private_store_init(&shader->private_store);
shader_info.input_signature = &input_signature;
......@@ -274,6 +279,7 @@ HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d1
{
ERR("Failed to extract shader, hr %#x.\n", hr);
wined3d_private_store_cleanup(&shader->private_store);
wined3d_mutex_unlock();
return hr;
}
......@@ -290,8 +296,10 @@ HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d1
{
WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
wined3d_private_store_cleanup(&shader->private_store);
wined3d_mutex_unlock();
return E_INVALIDARG;
}
wined3d_mutex_unlock();
shader->device = &device->ID3D10Device1_iface;
ID3D10Device1_AddRef(shader->device);
......@@ -353,7 +361,11 @@ static ULONG STDMETHODCALLTYPE d3d10_geometry_shader_Release(ID3D10GeometryShade
TRACE("%p decreasing refcount to %u\n", This, refcount);
if (!refcount)
{
wined3d_mutex_lock();
wined3d_shader_decref(This->wined3d_shader);
wined3d_mutex_unlock();
}
return refcount;
}
......@@ -434,6 +446,7 @@ HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct
shader->ID3D10GeometryShader_iface.lpVtbl = &d3d10_geometry_shader_vtbl;
shader->refcount = 1;
wined3d_mutex_lock();
wined3d_private_store_init(&shader->private_store);
shader_info.input_signature = &input_signature;
......@@ -442,6 +455,7 @@ HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct
{
ERR("Failed to extract shader, hr %#x.\n", hr);
wined3d_private_store_cleanup(&shader->private_store);
wined3d_mutex_unlock();
return hr;
}
......@@ -458,8 +472,10 @@ HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct
{
WARN("Failed to create wined3d geometry shader, hr %#x.\n", hr);
wined3d_private_store_cleanup(&shader->private_store);
wined3d_mutex_unlock();
return E_INVALIDARG;
}
wined3d_mutex_unlock();
return S_OK;
}
......@@ -510,7 +526,9 @@ static ULONG STDMETHODCALLTYPE d3d10_pixel_shader_AddRef(ID3D10PixelShader *ifac
if (refcount == 1)
{
ID3D10Device1_AddRef(This->device);
wined3d_mutex_lock();
wined3d_shader_incref(This->wined3d_shader);
wined3d_mutex_unlock();
}
return refcount;
......@@ -527,7 +545,9 @@ static ULONG STDMETHODCALLTYPE d3d10_pixel_shader_Release(ID3D10PixelShader *ifa
{
ID3D10Device1 *device = This->device;
wined3d_mutex_lock();
wined3d_shader_decref(This->wined3d_shader);
wined3d_mutex_unlock();
/* Release the device last, it may cause the wined3d device to be
* destroyed. */
ID3D10Device1_Release(device);
......@@ -617,6 +637,7 @@ HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_shader *shader, struct d3d10_
shader->ID3D10PixelShader_iface.lpVtbl = &d3d10_pixel_shader_vtbl;
shader->refcount = 1;
wined3d_mutex_lock();
wined3d_private_store_init(&shader->private_store);
shader_info.input_signature = &input_signature;
......@@ -625,6 +646,7 @@ HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_shader *shader, struct d3d10_
{
ERR("Failed to extract shader, hr %#x.\n", hr);
wined3d_private_store_cleanup(&shader->private_store);
wined3d_mutex_unlock();
return hr;
}
......@@ -641,8 +663,10 @@ HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_shader *shader, struct d3d10_
{
WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr);
wined3d_private_store_cleanup(&shader->private_store);
wined3d_mutex_unlock();
return E_INVALIDARG;
}
wined3d_mutex_unlock();
shader->device = &device->ID3D10Device1_iface;
ID3D10Device1_AddRef(shader->device);
......
......@@ -77,9 +77,11 @@ static ULONG STDMETHODCALLTYPE d3d10_blend_state_Release(ID3D10BlendState *iface
if (!refcount)
{
struct d3d10_device *device = impl_from_ID3D10Device(state->device);
wined3d_mutex_lock();
wine_rb_remove(&device->blend_states, &state->desc);
ID3D10Device1_Release(state->device);
wined3d_private_store_cleanup(&state->private_store);
wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, state);
}
......@@ -162,6 +164,7 @@ HRESULT d3d10_blend_state_init(struct d3d10_blend_state *state, struct d3d10_dev
{
state->ID3D10BlendState_iface.lpVtbl = &d3d10_blend_state_vtbl;
state->refcount = 1;
wined3d_mutex_lock();
wined3d_private_store_init(&state->private_store);
state->desc = *desc;
......@@ -169,8 +172,10 @@ HRESULT d3d10_blend_state_init(struct d3d10_blend_state *state, struct d3d10_dev
{
ERR("Failed to insert blend state entry.\n");
wined3d_private_store_cleanup(&state->private_store);
wined3d_mutex_unlock();
return E_FAIL;
}
wined3d_mutex_unlock();
state->device = &device->ID3D10Device1_iface;
ID3D10Device1_AddRef(state->device);
......@@ -234,9 +239,11 @@ static ULONG STDMETHODCALLTYPE d3d10_depthstencil_state_Release(ID3D10DepthStenc
if (!refcount)
{
struct d3d10_device *device = impl_from_ID3D10Device(state->device);
wined3d_mutex_lock();
wine_rb_remove(&device->depthstencil_states, &state->desc);
ID3D10Device1_Release(state->device);
wined3d_private_store_cleanup(&state->private_store);
wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, state);
}
......@@ -319,6 +326,7 @@ HRESULT d3d10_depthstencil_state_init(struct d3d10_depthstencil_state *state, st
{
state->ID3D10DepthStencilState_iface.lpVtbl = &d3d10_depthstencil_state_vtbl;
state->refcount = 1;
wined3d_mutex_lock();
wined3d_private_store_init(&state->private_store);
state->desc = *desc;
......@@ -326,8 +334,10 @@ HRESULT d3d10_depthstencil_state_init(struct d3d10_depthstencil_state *state, st
{
ERR("Failed to insert depthstencil state entry.\n");
wined3d_private_store_cleanup(&state->private_store);
wined3d_mutex_unlock();
return E_FAIL;
}
wined3d_mutex_unlock();
state->device = &device->ID3D10Device1_iface;
ID3D10Device1_AddRef(state->device);
......@@ -391,9 +401,11 @@ static ULONG STDMETHODCALLTYPE d3d10_rasterizer_state_Release(ID3D10RasterizerSt
if (!refcount)
{
struct d3d10_device *device = impl_from_ID3D10Device(state->device);
wined3d_mutex_lock();
wine_rb_remove(&device->rasterizer_states, &state->desc);
ID3D10Device1_Release(state->device);
wined3d_private_store_cleanup(&state->private_store);
wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, state);
}
......@@ -476,6 +488,7 @@ HRESULT d3d10_rasterizer_state_init(struct d3d10_rasterizer_state *state, struct
{
state->ID3D10RasterizerState_iface.lpVtbl = &d3d10_rasterizer_state_vtbl;
state->refcount = 1;
wined3d_mutex_lock();
wined3d_private_store_init(&state->private_store);
state->desc = *desc;
......@@ -483,8 +496,10 @@ HRESULT d3d10_rasterizer_state_init(struct d3d10_rasterizer_state *state, struct
{
ERR("Failed to insert rasterizer state entry.\n");
wined3d_private_store_cleanup(&state->private_store);
wined3d_mutex_unlock();
return E_FAIL;
}
wined3d_mutex_unlock();
state->device = &device->ID3D10Device1_iface;
ID3D10Device1_AddRef(state->device);
......@@ -549,10 +564,12 @@ static ULONG STDMETHODCALLTYPE d3d10_sampler_state_Release(ID3D10SamplerState *i
{
struct d3d10_device *device = impl_from_ID3D10Device(state->device);
wined3d_mutex_lock();
wined3d_sampler_decref(state->wined3d_sampler);
wine_rb_remove(&device->sampler_states, &state->desc);
ID3D10Device1_Release(state->device);
wined3d_private_store_cleanup(&state->private_store);
wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, state);
}
......@@ -674,6 +691,7 @@ HRESULT d3d10_sampler_state_init(struct d3d10_sampler_state *state, struct d3d10
state->ID3D10SamplerState_iface.lpVtbl = &d3d10_sampler_state_vtbl;
state->refcount = 1;
wined3d_mutex_lock();
wined3d_private_store_init(&state->private_store);
state->desc = *desc;
......@@ -696,6 +714,7 @@ HRESULT d3d10_sampler_state_init(struct d3d10_sampler_state *state, struct d3d10
{
WARN("Failed to create wined3d sampler, hr %#x.\n", hr);
wined3d_private_store_cleanup(&state->private_store);
wined3d_mutex_unlock();
return hr;
}
......@@ -704,8 +723,10 @@ HRESULT d3d10_sampler_state_init(struct d3d10_sampler_state *state, struct d3d10
ERR("Failed to insert sampler state entry.\n");
wined3d_sampler_decref(state->wined3d_sampler);
wined3d_private_store_cleanup(&state->private_store);
wined3d_mutex_unlock();
return E_FAIL;
}
wined3d_mutex_unlock();
state->device = &device->ID3D10Device1_iface;
ID3D10Device1_AddRef(state->device);
......
......@@ -69,7 +69,9 @@ static ULONG STDMETHODCALLTYPE d3d10_texture2d_AddRef(ID3D10Texture2D *iface)
if (refcount == 1)
{
ID3D10Device1_AddRef(This->device);
wined3d_mutex_lock();
wined3d_texture_incref(This->wined3d_texture);
wined3d_mutex_unlock();
}
return refcount;
......@@ -95,7 +97,9 @@ static ULONG STDMETHODCALLTYPE d3d10_texture2d_Release(ID3D10Texture2D *iface)
{
ID3D10Device1 *device = This->device;
wined3d_mutex_lock();
wined3d_texture_decref(This->wined3d_texture);
wined3d_mutex_unlock();
/* Release the device last, it may cause the wined3d device to be
* destroyed. */
ID3D10Device1_Release(device);
......@@ -216,6 +220,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_texture2d_Map(ID3D10Texture2D *iface, UIN
if (map_flags)
FIXME("Ignoring map_flags %#x.\n", map_flags);
wined3d_mutex_lock();
if (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, sub_resource_idx)))
hr = E_INVALIDARG;
else if (SUCCEEDED(hr = wined3d_surface_map(wined3d_surface_from_resource(sub_resource),
......@@ -224,6 +229,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_texture2d_Map(ID3D10Texture2D *iface, UIN
mapped_texture->pData = wined3d_map_desc.data;
mapped_texture->RowPitch = wined3d_map_desc.row_pitch;
}
wined3d_mutex_unlock();
return hr;
}
......@@ -235,10 +241,15 @@ static void STDMETHODCALLTYPE d3d10_texture2d_Unmap(ID3D10Texture2D *iface, UINT
TRACE("iface %p, sub_resource_idx %u.\n", iface, sub_resource_idx);
wined3d_mutex_lock();
if (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, sub_resource_idx)))
{
wined3d_mutex_unlock();
return;
}
wined3d_surface_unmap(wined3d_surface_from_resource(sub_resource));
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_texture2d_GetDesc(ID3D10Texture2D *iface, D3D10_TEXTURE2D_DESC *desc)
......@@ -308,6 +319,7 @@ HRESULT d3d10_texture2d_init(struct d3d10_texture2d *texture, struct d3d10_devic
texture->ID3D10Texture2D_iface.lpVtbl = &d3d10_texture2d_vtbl;
texture->refcount = 1;
wined3d_mutex_lock();
wined3d_private_store_init(&texture->private_store);
texture->desc = *desc;
......@@ -335,6 +347,7 @@ HRESULT d3d10_texture2d_init(struct d3d10_texture2d *texture, struct d3d10_devic
{
WARN("Failed to create wined3d texture, hr %#x.\n", hr);
wined3d_private_store_cleanup(&texture->private_store);
wined3d_mutex_unlock();
return hr;
}
texture->desc.MipLevels = levels;
......@@ -348,6 +361,7 @@ HRESULT d3d10_texture2d_init(struct d3d10_texture2d *texture, struct d3d10_devic
{
ERR("Device should implement IWineDXGIDevice.\n");
wined3d_texture_decref(texture->wined3d_texture);
wined3d_mutex_unlock();
return E_FAIL;
}
......@@ -359,9 +373,11 @@ HRESULT d3d10_texture2d_init(struct d3d10_texture2d *texture, struct d3d10_devic
ERR("Failed to create DXGI surface, returning %#x\n", hr);
texture->dxgi_surface = NULL;
wined3d_texture_decref(texture->wined3d_texture);
wined3d_mutex_unlock();
return hr;
}
}
wined3d_mutex_unlock();
texture->device = &device->ID3D10Device1_iface;
ID3D10Device1_AddRef(texture->device);
......@@ -404,7 +420,9 @@ static ULONG STDMETHODCALLTYPE d3d10_texture3d_AddRef(ID3D10Texture3D *iface)
if (refcount == 1)
{
ID3D10Device1_AddRef(texture->device);
wined3d_mutex_lock();
wined3d_texture_incref(texture->wined3d_texture);
wined3d_mutex_unlock();
}
return refcount;
......@@ -429,7 +447,9 @@ static ULONG STDMETHODCALLTYPE d3d10_texture3d_Release(ID3D10Texture3D *iface)
{
ID3D10Device1 *device = texture->device;
wined3d_mutex_lock();
wined3d_texture_decref(texture->wined3d_texture);
wined3d_mutex_unlock();
/* Release the device last, it may cause the wined3d device to be
* destroyed. */
ID3D10Device1_Release(device);
......@@ -514,6 +534,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_texture3d_Map(ID3D10Texture3D *iface, UIN
if (map_flags)
FIXME("Ignoring map_flags %#x.\n", map_flags);
wined3d_mutex_lock();
if (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, sub_resource_idx)))
hr = E_INVALIDARG;
else if (SUCCEEDED(hr = wined3d_volume_map(wined3d_volume_from_resource(sub_resource),
......@@ -523,6 +544,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_texture3d_Map(ID3D10Texture3D *iface, UIN
mapped_texture->RowPitch = wined3d_map_desc.row_pitch;
mapped_texture->DepthPitch = wined3d_map_desc.slice_pitch;
}
wined3d_mutex_unlock();
return hr;
}
......@@ -534,10 +556,15 @@ static void STDMETHODCALLTYPE d3d10_texture3d_Unmap(ID3D10Texture3D *iface, UINT
TRACE("iface %p, sub_resource_idx %u.\n", iface, sub_resource_idx);
wined3d_mutex_lock();
if (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, sub_resource_idx)))
{
wined3d_mutex_unlock();
return;
}
wined3d_volume_unmap(wined3d_volume_from_resource(sub_resource));
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_texture3d_GetDesc(ID3D10Texture3D *iface, D3D10_TEXTURE3D_DESC *desc)
......@@ -584,6 +611,7 @@ HRESULT d3d10_texture3d_init(struct d3d10_texture3d *texture, struct d3d10_devic
texture->ID3D10Texture3D_iface.lpVtbl = &d3d10_texture3d_vtbl;
texture->refcount = 1;
wined3d_mutex_lock();
wined3d_private_store_init(&texture->private_store);
texture->desc = *desc;
......@@ -606,8 +634,10 @@ HRESULT d3d10_texture3d_init(struct d3d10_texture3d *texture, struct d3d10_devic
{
WARN("Failed to create wined3d texture, hr %#x.\n", hr);
wined3d_private_store_cleanup(&texture->private_store);
wined3d_mutex_unlock();
return hr;
}
wined3d_mutex_unlock();
texture->desc.MipLevels = levels;
texture->device = &device->ID3D10Device1_iface;
......
......@@ -420,23 +420,32 @@ HRESULT d3d10_get_private_data(struct wined3d_private_store *store,
if (!data_size)
return E_INVALIDARG;
wined3d_mutex_lock();
if (!(stored_data = wined3d_private_store_get_private_data(store, guid)))
{
*data_size = 0;
wined3d_mutex_unlock();
return DXGI_ERROR_NOT_FOUND;
}
size_in = *data_size;
*data_size = stored_data->size;
if (!data)
{
wined3d_mutex_unlock();
return S_OK;
}
if (size_in < stored_data->size)
{
wined3d_mutex_unlock();
return DXGI_ERROR_MORE_DATA;
}
if (stored_data->flags & WINED3DSPD_IUNKNOWN)
IUnknown_AddRef(stored_data->content.object);
memcpy(data, stored_data->content.data, stored_data->size);
wined3d_mutex_unlock();
return S_OK;
}
......@@ -444,28 +453,44 @@ HRESULT d3d10_set_private_data(struct wined3d_private_store *store,
REFGUID guid, UINT data_size, const void *data)
{
struct wined3d_private_data *entry;
HRESULT hr;
wined3d_mutex_lock();
if (!data)
{
if (!(entry = wined3d_private_store_get_private_data(store, guid)))
{
wined3d_mutex_unlock();
return S_FALSE;
}
wined3d_private_store_free_private_data(store, entry);
wined3d_mutex_unlock();
return S_OK;
}
return wined3d_private_store_set_private_data(store, guid, data, data_size, 0);
hr = wined3d_private_store_set_private_data(store, guid, data, data_size, 0);
wined3d_mutex_unlock();
return hr;
}
HRESULT d3d10_set_private_data_interface(struct wined3d_private_store *store,
REFGUID guid, const IUnknown *object)
{
HRESULT hr;
if (!object)
return d3d10_set_private_data(store, guid, sizeof(object), &object);
return wined3d_private_store_set_private_data(store,
wined3d_mutex_lock();
hr = wined3d_private_store_set_private_data(store,
guid, object, sizeof(object), WINED3DSPD_IUNKNOWN);
wined3d_mutex_unlock();
return hr;
}
void skip_dword_unknown(const char **ptr, unsigned int count)
{
unsigned int i;
......
......@@ -404,10 +404,12 @@ static ULONG STDMETHODCALLTYPE d3d10_depthstencil_view_Release(ID3D10DepthStenci
if (!refcount)
{
wined3d_mutex_lock();
wined3d_rendertarget_view_decref(This->wined3d_view);
ID3D10Resource_Release(This->resource);
ID3D10Device1_Release(This->device);
wined3d_private_store_cleanup(&This->private_store);
wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, This);
}
......@@ -572,8 +574,10 @@ HRESULT d3d10_depthstencil_view_init(struct d3d10_depthstencil_view *view, struc
view->desc = *desc;
}
wined3d_mutex_lock();
if (!(wined3d_resource = wined3d_resource_from_resource(resource)))
{
wined3d_mutex_unlock();
ERR("Failed to get wined3d resource for d3d10 resource %p.\n", resource);
return E_FAIL;
}
......@@ -582,11 +586,13 @@ HRESULT d3d10_depthstencil_view_init(struct d3d10_depthstencil_view *view, struc
if (FAILED(hr = wined3d_rendertarget_view_create(&wined3d_desc, wined3d_resource,
view, &d3d10_null_wined3d_parent_ops, &view->wined3d_view)))
{
wined3d_mutex_unlock();
WARN("Failed to create a wined3d rendertarget view, hr %#x.\n", hr);
return hr;
}
wined3d_private_store_init(&view->private_store);
wined3d_mutex_unlock();
view->resource = resource;
ID3D10Resource_AddRef(resource);
view->device = &device->ID3D10Device1_iface;
......@@ -651,10 +657,12 @@ static ULONG STDMETHODCALLTYPE d3d10_rendertarget_view_Release(ID3D10RenderTarge
if (!refcount)
{
wined3d_mutex_lock();
wined3d_rendertarget_view_decref(This->wined3d_view);
ID3D10Resource_Release(This->resource);
ID3D10Device1_Release(This->device);
wined3d_private_store_cleanup(&This->private_store);
wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, This);
}
......@@ -830,9 +838,10 @@ HRESULT d3d10_rendertarget_view_init(struct d3d10_rendertarget_view *view, struc
view->desc = *desc;
}
wined3d_resource = wined3d_resource_from_resource(resource);
if (!wined3d_resource)
wined3d_mutex_lock();
if (!(wined3d_resource = wined3d_resource_from_resource(resource)))
{
wined3d_mutex_unlock();
ERR("Failed to get wined3d resource for d3d10 resource %p.\n", resource);
return E_FAIL;
}
......@@ -841,11 +850,13 @@ HRESULT d3d10_rendertarget_view_init(struct d3d10_rendertarget_view *view, struc
if (FAILED(hr = wined3d_rendertarget_view_create(&wined3d_desc, wined3d_resource,
view, &d3d10_null_wined3d_parent_ops, &view->wined3d_view)))
{
wined3d_mutex_unlock();
WARN("Failed to create a wined3d rendertarget view, hr %#x.\n", hr);
return hr;
}
wined3d_private_store_init(&view->private_store);
wined3d_mutex_unlock();
view->resource = resource;
ID3D10Resource_AddRef(resource);
view->device = &device->ID3D10Device1_iface;
......@@ -910,10 +921,12 @@ static ULONG STDMETHODCALLTYPE d3d10_shader_resource_view_Release(ID3D10ShaderRe
if (!refcount)
{
wined3d_mutex_lock();
wined3d_shader_resource_view_decref(This->wined3d_view);
ID3D10Resource_Release(This->resource);
ID3D10Device1_Release(This->device);
wined3d_private_store_cleanup(&This->private_store);
wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, This);
}
......@@ -1026,6 +1039,7 @@ HRESULT d3d10_shader_resource_view_init(struct d3d10_shader_resource_view *view,
view->desc = *desc;
}
wined3d_mutex_lock();
if (!(wined3d_resource = wined3d_resource_from_resource(resource)))
{
ERR("Failed to get wined3d resource for d3d10 resource %p.\n", resource);
......@@ -1040,6 +1054,7 @@ HRESULT d3d10_shader_resource_view_init(struct d3d10_shader_resource_view *view,
}
wined3d_private_store_init(&view->private_store);
wined3d_mutex_unlock();
view->resource = resource;
ID3D10Resource_AddRef(resource);
view->device = &device->ID3D10Device1_iface;
......
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