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);
......
......@@ -89,7 +89,11 @@ static ULONG STDMETHODCALLTYPE d3d10_device_inner_Release(IUnknown *iface)
if (!refcount)
{
if (device->wined3d_device)
{
wined3d_mutex_lock();
wined3d_device_decref(device->wined3d_device);
wined3d_mutex_unlock();
}
wine_rb_destroy(&device->sampler_states, NULL, NULL);
wine_rb_destroy(&device->rasterizer_states, NULL, NULL);
wine_rb_destroy(&device->depthstencil_states, NULL, NULL);
......@@ -131,6 +135,7 @@ static void STDMETHODCALLTYPE d3d10_device_VSSetConstantBuffers(ID3D10Device1 *i
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct d3d10_buffer *buffer = unsafe_impl_from_ID3D10Buffer(buffers[i]);
......@@ -138,6 +143,7 @@ static void STDMETHODCALLTYPE d3d10_device_VSSetConstantBuffers(ID3D10Device1 *i
wined3d_device_set_vs_cb(device->wined3d_device, start_slot + i,
buffer ? buffer->wined3d_buffer : NULL);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_PSSetShaderResources(ID3D10Device1 *iface,
......@@ -149,6 +155,7 @@ static void STDMETHODCALLTYPE d3d10_device_PSSetShaderResources(ID3D10Device1 *i
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n",
iface, start_slot, view_count, views);
wined3d_mutex_lock();
for (i = 0; i < view_count; ++i)
{
struct d3d10_shader_resource_view *view = unsafe_impl_from_ID3D10ShaderResourceView(views[i]);
......@@ -156,6 +163,7 @@ static void STDMETHODCALLTYPE d3d10_device_PSSetShaderResources(ID3D10Device1 *i
wined3d_device_set_ps_resource_view(device->wined3d_device, start_slot + i,
view ? view->wined3d_view : NULL);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_PSSetShader(ID3D10Device1 *iface,
......@@ -166,7 +174,9 @@ static void STDMETHODCALLTYPE d3d10_device_PSSetShader(ID3D10Device1 *iface,
TRACE("iface %p, shader %p\n", iface, shader);
wined3d_mutex_lock();
wined3d_device_set_pixel_shader(This->wined3d_device, ps ? ps->wined3d_shader : NULL);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_PSSetSamplers(ID3D10Device1 *iface,
......@@ -178,6 +188,7 @@ static void STDMETHODCALLTYPE d3d10_device_PSSetSamplers(ID3D10Device1 *iface,
TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n",
iface, start_slot, sampler_count, samplers);
wined3d_mutex_lock();
for (i = 0; i < sampler_count; ++i)
{
struct d3d10_sampler_state *sampler = unsafe_impl_from_ID3D10SamplerState(samplers[i]);
......@@ -185,6 +196,7 @@ static void STDMETHODCALLTYPE d3d10_device_PSSetSamplers(ID3D10Device1 *iface,
wined3d_device_set_ps_sampler(device->wined3d_device, start_slot + i,
sampler ? sampler->wined3d_sampler : NULL);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_VSSetShader(ID3D10Device1 *iface,
......@@ -195,7 +207,9 @@ static void STDMETHODCALLTYPE d3d10_device_VSSetShader(ID3D10Device1 *iface,
TRACE("iface %p, shader %p\n", iface, shader);
wined3d_mutex_lock();
wined3d_device_set_vertex_shader(This->wined3d_device, vs ? vs->wined3d_shader : NULL);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_DrawIndexed(ID3D10Device1 *iface, UINT index_count,
......@@ -206,8 +220,10 @@ static void STDMETHODCALLTYPE d3d10_device_DrawIndexed(ID3D10Device1 *iface, UIN
TRACE("iface %p, index_count %u, start_index_location %u, base_vertex_location %d.\n",
iface, index_count, start_index_location, base_vertex_location);
wined3d_mutex_lock();
wined3d_device_set_base_vertex_index(This->wined3d_device, base_vertex_location);
wined3d_device_draw_indexed_primitive(This->wined3d_device, start_index_location, index_count);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_Draw(ID3D10Device1 *iface, UINT vertex_count,
......@@ -218,7 +234,9 @@ static void STDMETHODCALLTYPE d3d10_device_Draw(ID3D10Device1 *iface, UINT verte
TRACE("iface %p, vertex_count %u, start_vertex_location %u\n",
iface, vertex_count, start_vertex_location);
wined3d_mutex_lock();
wined3d_device_draw_primitive(This->wined3d_device, start_vertex_location, vertex_count);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_PSSetConstantBuffers(ID3D10Device1 *iface,
......@@ -230,6 +248,7 @@ static void STDMETHODCALLTYPE d3d10_device_PSSetConstantBuffers(ID3D10Device1 *i
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct d3d10_buffer *buffer = unsafe_impl_from_ID3D10Buffer(buffers[i]);
......@@ -237,6 +256,7 @@ static void STDMETHODCALLTYPE d3d10_device_PSSetConstantBuffers(ID3D10Device1 *i
wined3d_device_set_ps_cb(device->wined3d_device, start_slot + i,
buffer ? buffer->wined3d_buffer : NULL);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_IASetInputLayout(ID3D10Device1 *iface,
......@@ -247,8 +267,10 @@ static void STDMETHODCALLTYPE d3d10_device_IASetInputLayout(ID3D10Device1 *iface
TRACE("iface %p, input_layout %p\n", iface, input_layout);
wined3d_mutex_lock();
wined3d_device_set_vertex_declaration(This->wined3d_device,
layout ? layout->wined3d_decl : NULL);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_IASetVertexBuffers(ID3D10Device1 *iface, UINT start_slot,
......@@ -260,6 +282,7 @@ static void STDMETHODCALLTYPE d3d10_device_IASetVertexBuffers(ID3D10Device1 *ifa
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p, strides %p, offsets %p\n",
iface, start_slot, buffer_count, buffers, strides, offsets);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct d3d10_buffer *buffer = unsafe_impl_from_ID3D10Buffer(buffers[i]);
......@@ -267,6 +290,7 @@ static void STDMETHODCALLTYPE d3d10_device_IASetVertexBuffers(ID3D10Device1 *ifa
wined3d_device_set_stream_source(This->wined3d_device, start_slot + i,
buffer ? buffer->wined3d_buffer : NULL, offsets[i], strides[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_IASetIndexBuffer(ID3D10Device1 *iface,
......@@ -278,9 +302,11 @@ static void STDMETHODCALLTYPE d3d10_device_IASetIndexBuffer(ID3D10Device1 *iface
TRACE("iface %p, buffer %p, format %s, offset %u.\n",
iface, buffer, debug_dxgi_format(format), offset);
wined3d_mutex_lock();
wined3d_device_set_index_buffer(This->wined3d_device,
buffer_impl ? buffer_impl->wined3d_buffer : NULL,
wined3dformat_from_dxgi_format(format));
wined3d_mutex_unlock();
if (offset) FIXME("offset %u not supported.\n", offset);
}
......@@ -295,9 +321,11 @@ static void STDMETHODCALLTYPE d3d10_device_DrawIndexedInstanced(ID3D10Device1 *i
iface, instance_index_count, instance_count, start_index_location,
base_vertex_location, start_instance_location);
wined3d_mutex_lock();
wined3d_device_set_base_vertex_index(device->wined3d_device, base_vertex_location);
wined3d_device_draw_indexed_primitive_instanced(device->wined3d_device, start_index_location,
instance_index_count, start_instance_location, instance_count);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_DrawInstanced(ID3D10Device1 *iface,
......@@ -310,8 +338,10 @@ static void STDMETHODCALLTYPE d3d10_device_DrawInstanced(ID3D10Device1 *iface,
"start_instance_location %u.\n", iface, instance_vertex_count, instance_count,
start_vertex_location, start_instance_location);
wined3d_mutex_lock();
wined3d_device_draw_primitive_instanced(device->wined3d_device, start_vertex_location,
instance_vertex_count, start_instance_location, instance_count);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_GSSetConstantBuffers(ID3D10Device1 *iface,
......@@ -323,6 +353,7 @@ static void STDMETHODCALLTYPE d3d10_device_GSSetConstantBuffers(ID3D10Device1 *i
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct d3d10_buffer *buffer = unsafe_impl_from_ID3D10Buffer(buffers[i]);
......@@ -330,6 +361,7 @@ static void STDMETHODCALLTYPE d3d10_device_GSSetConstantBuffers(ID3D10Device1 *i
wined3d_device_set_gs_cb(device->wined3d_device, start_slot + i,
buffer ? buffer->wined3d_buffer : NULL);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_GSSetShader(ID3D10Device1 *iface, ID3D10GeometryShader *shader)
......@@ -339,7 +371,9 @@ static void STDMETHODCALLTYPE d3d10_device_GSSetShader(ID3D10Device1 *iface, ID3
TRACE("iface %p, shader %p.\n", iface, shader);
wined3d_mutex_lock();
wined3d_device_set_geometry_shader(device->wined3d_device, gs ? gs->wined3d_shader : NULL);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_IASetPrimitiveTopology(ID3D10Device1 *iface,
......@@ -349,7 +383,9 @@ static void STDMETHODCALLTYPE d3d10_device_IASetPrimitiveTopology(ID3D10Device1
TRACE("iface %p, topology %s\n", iface, debug_d3d10_primitive_topology(topology));
wined3d_mutex_lock();
wined3d_device_set_primitive_type(This->wined3d_device, (enum wined3d_primitive_type)topology);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_VSSetShaderResources(ID3D10Device1 *iface,
......@@ -361,6 +397,7 @@ static void STDMETHODCALLTYPE d3d10_device_VSSetShaderResources(ID3D10Device1 *i
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n",
iface, start_slot, view_count, views);
wined3d_mutex_lock();
for (i = 0; i < view_count; ++i)
{
struct d3d10_shader_resource_view *view = unsafe_impl_from_ID3D10ShaderResourceView(views[i]);
......@@ -368,6 +405,7 @@ static void STDMETHODCALLTYPE d3d10_device_VSSetShaderResources(ID3D10Device1 *i
wined3d_device_set_vs_resource_view(device->wined3d_device, start_slot + i,
view ? view->wined3d_view : NULL);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_VSSetSamplers(ID3D10Device1 *iface,
......@@ -379,6 +417,7 @@ static void STDMETHODCALLTYPE d3d10_device_VSSetSamplers(ID3D10Device1 *iface,
TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n",
iface, start_slot, sampler_count, samplers);
wined3d_mutex_lock();
for (i = 0; i < sampler_count; ++i)
{
struct d3d10_sampler_state *sampler = unsafe_impl_from_ID3D10SamplerState(samplers[i]);
......@@ -386,6 +425,7 @@ static void STDMETHODCALLTYPE d3d10_device_VSSetSamplers(ID3D10Device1 *iface,
wined3d_device_set_vs_sampler(device->wined3d_device, start_slot + i,
sampler ? sampler->wined3d_sampler : NULL);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_SetPredication(ID3D10Device1 *iface, ID3D10Predicate *predicate, BOOL value)
......@@ -396,7 +436,9 @@ static void STDMETHODCALLTYPE d3d10_device_SetPredication(ID3D10Device1 *iface,
TRACE("iface %p, predicate %p, value %#x.\n", iface, predicate, value);
query = unsafe_impl_from_ID3D10Query((ID3D10Query *)predicate);
wined3d_mutex_lock();
wined3d_device_set_predication(device->wined3d_device, query ? query->wined3d_query : NULL, value);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_GSSetShaderResources(ID3D10Device1 *iface,
......@@ -408,6 +450,7 @@ static void STDMETHODCALLTYPE d3d10_device_GSSetShaderResources(ID3D10Device1 *i
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n",
iface, start_slot, view_count, views);
wined3d_mutex_lock();
for (i = 0; i < view_count; ++i)
{
struct d3d10_shader_resource_view *view = unsafe_impl_from_ID3D10ShaderResourceView(views[i]);
......@@ -415,6 +458,7 @@ static void STDMETHODCALLTYPE d3d10_device_GSSetShaderResources(ID3D10Device1 *i
wined3d_device_set_gs_resource_view(device->wined3d_device, start_slot + i,
view ? view->wined3d_view : NULL);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_GSSetSamplers(ID3D10Device1 *iface,
......@@ -426,6 +470,7 @@ static void STDMETHODCALLTYPE d3d10_device_GSSetSamplers(ID3D10Device1 *iface,
TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n",
iface, start_slot, sampler_count, samplers);
wined3d_mutex_lock();
for (i = 0; i < sampler_count; ++i)
{
struct d3d10_sampler_state *sampler = unsafe_impl_from_ID3D10SamplerState(samplers[i]);
......@@ -433,6 +478,7 @@ static void STDMETHODCALLTYPE d3d10_device_GSSetSamplers(ID3D10Device1 *iface,
wined3d_device_set_gs_sampler(device->wined3d_device, start_slot + i,
sampler ? sampler->wined3d_sampler : NULL);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_OMSetRenderTargets(ID3D10Device1 *iface,
......@@ -446,6 +492,7 @@ static void STDMETHODCALLTYPE d3d10_device_OMSetRenderTargets(ID3D10Device1 *ifa
TRACE("iface %p, render_target_view_count %u, render_target_views %p, depth_stencil_view %p.\n",
iface, render_target_view_count, render_target_views, depth_stencil_view);
wined3d_mutex_lock();
for (i = 0; i < render_target_view_count; ++i)
{
struct d3d10_rendertarget_view *rtv = unsafe_impl_from_ID3D10RenderTargetView(render_target_views[i]);
......@@ -461,6 +508,7 @@ static void STDMETHODCALLTYPE d3d10_device_OMSetRenderTargets(ID3D10Device1 *ifa
dsv = unsafe_impl_from_ID3D10DepthStencilView(depth_stencil_view);
wined3d_device_set_depth_stencil_view(device->wined3d_device,
dsv ? dsv->wined3d_view : NULL);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_OMSetBlendState(ID3D10Device1 *iface,
......@@ -475,6 +523,7 @@ static void STDMETHODCALLTYPE d3d10_device_OMSetBlendState(ID3D10Device1 *iface,
if (blend_factor[0] != 1.0f || blend_factor[1] != 1.0f || blend_factor[2] != 1.0f || blend_factor[3] != 1.0f)
FIXME("Ignoring blend factor {%.8e %.8e %.8e %.8e}.\n",
blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3]);
wined3d_mutex_lock();
memcpy(device->blend_factor, blend_factor, 4 * sizeof(*blend_factor));
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEMASK, sample_mask);
if (!(device->blend_state = unsafe_impl_from_ID3D10BlendState(blend_state)))
......@@ -488,6 +537,7 @@ static void STDMETHODCALLTYPE d3d10_device_OMSetBlendState(ID3D10Device1 *iface,
WINED3D_RS_COLORWRITEENABLE2, D3D10_COLOR_WRITE_ENABLE_ALL);
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_COLORWRITEENABLE3, D3D10_COLOR_WRITE_ENABLE_ALL);
wined3d_mutex_unlock();
return;
}
......@@ -514,6 +564,7 @@ static void STDMETHODCALLTYPE d3d10_device_OMSetBlendState(ID3D10Device1 *iface,
WINED3D_RS_COLORWRITEENABLE2, desc->RenderTargetWriteMask[2]);
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_COLORWRITEENABLE3, desc->RenderTargetWriteMask[3]);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_OMSetDepthStencilState(ID3D10Device1 *iface,
......@@ -537,6 +588,7 @@ static void STDMETHODCALLTYPE d3d10_device_SOSetTargets(ID3D10Device1 *iface,
TRACE("iface %p, target_count %u, targets %p, offsets %p.\n", iface, target_count, targets, offsets);
count = min(target_count, 4);
wined3d_mutex_lock();
for (i = 0; i < count; ++i)
{
struct d3d10_buffer *buffer = unsafe_impl_from_ID3D10Buffer(targets[i]);
......@@ -549,6 +601,7 @@ static void STDMETHODCALLTYPE d3d10_device_SOSetTargets(ID3D10Device1 *iface,
{
wined3d_device_set_stream_output(device->wined3d_device, i, NULL, 0);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_DrawAuto(ID3D10Device1 *iface)
......@@ -563,6 +616,7 @@ static void STDMETHODCALLTYPE d3d10_device_RSSetState(ID3D10Device1 *iface, ID3D
TRACE("iface %p, rasterizer_state %p.\n", iface, rasterizer_state);
wined3d_mutex_lock();
if (!(device->rasterizer_state = unsafe_impl_from_ID3D10RasterizerState(rasterizer_state)))
{
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_FILLMODE, WINED3D_FILL_SOLID);
......@@ -570,6 +624,7 @@ static void STDMETHODCALLTYPE d3d10_device_RSSetState(ID3D10Device1 *iface, ID3D
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SCISSORTESTENABLE, FALSE);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEANTIALIAS, FALSE);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ANTIALIASEDLINEENABLE, FALSE);
wined3d_mutex_unlock();
return;
}
......@@ -589,6 +644,7 @@ static void STDMETHODCALLTYPE d3d10_device_RSSetState(ID3D10Device1 *iface, ID3D
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEANTIALIAS, desc->MultisampleEnable);
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_ANTIALIASEDLINEENABLE, desc->AntialiasedLineEnable);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_RSSetViewports(ID3D10Device1 *iface,
......@@ -612,7 +668,9 @@ static void STDMETHODCALLTYPE d3d10_device_RSSetViewports(ID3D10Device1 *iface,
wined3d_vp.min_z = viewports[0].MinDepth;
wined3d_vp.max_z = viewports[0].MaxDepth;
wined3d_mutex_lock();
wined3d_device_set_viewport(device->wined3d_device, &wined3d_vp);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_RSSetScissorRects(ID3D10Device1 *iface,
......@@ -628,7 +686,9 @@ static void STDMETHODCALLTYPE d3d10_device_RSSetScissorRects(ID3D10Device1 *ifac
if (!rect_count)
return;
wined3d_mutex_lock();
wined3d_device_set_scissor_rect(device->wined3d_device, rects);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_CopySubresourceRegion(ID3D10Device1 *iface,
......@@ -652,8 +712,10 @@ static void STDMETHODCALLTYPE d3d10_device_CopySubresourceRegion(ID3D10Device1 *
wined3d_src_box.right = src_box->right;
wined3d_src_box.bottom = src_box->bottom;
wined3d_src_box.back = src_box->back;
wined3d_mutex_lock();
wined3d_device_copy_sub_resource_region(device->wined3d_device, wined3d_dst_resource, dst_subresource_idx,
dst_x, dst_y, dst_z, wined3d_src_resource, src_subresource_idx, &wined3d_src_box);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_CopyResource(ID3D10Device1 *iface,
......@@ -666,7 +728,9 @@ static void STDMETHODCALLTYPE d3d10_device_CopyResource(ID3D10Device1 *iface,
wined3d_dst_resource = wined3d_resource_from_resource(dst_resource);
wined3d_src_resource = wined3d_resource_from_resource(src_resource);
wined3d_mutex_lock();
wined3d_device_copy_resource(device->wined3d_device, wined3d_dst_resource, wined3d_src_resource);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_UpdateSubresource(ID3D10Device1 *iface,
......@@ -688,8 +752,10 @@ static void STDMETHODCALLTYPE d3d10_device_ClearRenderTargetView(ID3D10Device1 *
TRACE("iface %p, render_target_view %p, color_rgba {%.8e, %.8e, %.8e, %.8e}.\n",
iface, render_target_view, color_rgba[0], color_rgba[1], color_rgba[2], color_rgba[3]);
wined3d_mutex_lock();
if (FAILED(hr = wined3d_device_clear_rendertarget_view(device->wined3d_device, view->wined3d_view, NULL, &color)))
ERR("Failed to clear view, hr %#x.\n", hr);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_ClearDepthStencilView(ID3D10Device1 *iface,
......@@ -724,6 +790,7 @@ static void STDMETHODCALLTYPE d3d10_device_VSGetConstantBuffers(ID3D10Device1 *i
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct wined3d_buffer *wined3d_buffer;
......@@ -739,6 +806,7 @@ static void STDMETHODCALLTYPE d3d10_device_VSGetConstantBuffers(ID3D10Device1 *i
buffers[i] = &buffer_impl->ID3D10Buffer_iface;
ID3D10Buffer_AddRef(buffers[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_PSGetShaderResources(ID3D10Device1 *iface,
......@@ -750,6 +818,7 @@ static void STDMETHODCALLTYPE d3d10_device_PSGetShaderResources(ID3D10Device1 *i
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n",
iface, start_slot, view_count, views);
wined3d_mutex_lock();
for (i = 0; i < view_count; ++i)
{
struct wined3d_shader_resource_view *wined3d_view;
......@@ -765,6 +834,7 @@ static void STDMETHODCALLTYPE d3d10_device_PSGetShaderResources(ID3D10Device1 *i
views[i] = &view_impl->ID3D10ShaderResourceView_iface;
ID3D10ShaderResourceView_AddRef(views[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_PSGetShader(ID3D10Device1 *iface, ID3D10PixelShader **shader)
......@@ -775,13 +845,16 @@ static void STDMETHODCALLTYPE d3d10_device_PSGetShader(ID3D10Device1 *iface, ID3
TRACE("iface %p, shader %p.\n", iface, shader);
wined3d_mutex_lock();
if (!(wined3d_shader = wined3d_device_get_pixel_shader(device->wined3d_device)))
{
wined3d_mutex_unlock();
*shader = NULL;
return;
}
shader_impl = wined3d_shader_get_parent(wined3d_shader);
wined3d_mutex_unlock();
*shader = &shader_impl->ID3D10PixelShader_iface;
ID3D10PixelShader_AddRef(*shader);
}
......@@ -795,6 +868,7 @@ static void STDMETHODCALLTYPE d3d10_device_PSGetSamplers(ID3D10Device1 *iface,
TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n",
iface, start_slot, sampler_count, samplers);
wined3d_mutex_lock();
for (i = 0; i < sampler_count; ++i)
{
struct d3d10_sampler_state *sampler_impl;
......@@ -810,6 +884,7 @@ static void STDMETHODCALLTYPE d3d10_device_PSGetSamplers(ID3D10Device1 *iface,
samplers[i] = &sampler_impl->ID3D10SamplerState_iface;
ID3D10SamplerState_AddRef(samplers[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_VSGetShader(ID3D10Device1 *iface, ID3D10VertexShader **shader)
......@@ -820,13 +895,16 @@ static void STDMETHODCALLTYPE d3d10_device_VSGetShader(ID3D10Device1 *iface, ID3
TRACE("iface %p, shader %p.\n", iface, shader);
wined3d_mutex_lock();
if (!(wined3d_shader = wined3d_device_get_vertex_shader(device->wined3d_device)))
{
wined3d_mutex_unlock();
*shader = NULL;
return;
}
shader_impl = wined3d_shader_get_parent(wined3d_shader);
wined3d_mutex_unlock();
*shader = &shader_impl->ID3D10VertexShader_iface;
ID3D10VertexShader_AddRef(*shader);
}
......@@ -840,6 +918,7 @@ static void STDMETHODCALLTYPE d3d10_device_PSGetConstantBuffers(ID3D10Device1 *i
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct wined3d_buffer *wined3d_buffer;
......@@ -855,6 +934,7 @@ static void STDMETHODCALLTYPE d3d10_device_PSGetConstantBuffers(ID3D10Device1 *i
buffers[i] = &buffer_impl->ID3D10Buffer_iface;
ID3D10Buffer_AddRef(buffers[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_IAGetInputLayout(ID3D10Device1 *iface, ID3D10InputLayout **input_layout)
......@@ -865,13 +945,16 @@ static void STDMETHODCALLTYPE d3d10_device_IAGetInputLayout(ID3D10Device1 *iface
TRACE("iface %p, input_layout %p.\n", iface, input_layout);
wined3d_mutex_lock();
if (!(wined3d_declaration = wined3d_device_get_vertex_declaration(device->wined3d_device)))
{
wined3d_mutex_unlock();
*input_layout = NULL;
return;
}
input_layout_impl = wined3d_vertex_declaration_get_parent(wined3d_declaration);
wined3d_mutex_unlock();
*input_layout = &input_layout_impl->ID3D10InputLayout_iface;
ID3D10InputLayout_AddRef(*input_layout);
}
......@@ -885,6 +968,7 @@ static void STDMETHODCALLTYPE d3d10_device_IAGetVertexBuffers(ID3D10Device1 *ifa
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p, strides %p, offsets %p.\n",
iface, start_slot, buffer_count, buffers, strides, offsets);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct wined3d_buffer *wined3d_buffer;
......@@ -904,6 +988,7 @@ static void STDMETHODCALLTYPE d3d10_device_IAGetVertexBuffers(ID3D10Device1 *ifa
buffers[i] = &buffer_impl->ID3D10Buffer_iface;
ID3D10Buffer_AddRef(buffers[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_IAGetIndexBuffer(ID3D10Device1 *iface,
......@@ -916,16 +1001,19 @@ static void STDMETHODCALLTYPE d3d10_device_IAGetIndexBuffer(ID3D10Device1 *iface
TRACE("iface %p, buffer %p, format %p, offset %p.\n", iface, buffer, format, offset);
wined3d_mutex_lock();
wined3d_buffer = wined3d_device_get_index_buffer(device->wined3d_device, &wined3d_format);
*format = dxgi_format_from_wined3dformat(wined3d_format);
*offset = 0; /* FIXME */
if (!wined3d_buffer)
{
wined3d_mutex_unlock();
*buffer = NULL;
return;
}
buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
wined3d_mutex_unlock();
*buffer = &buffer_impl->ID3D10Buffer_iface;
ID3D10Buffer_AddRef(*buffer);
}
......@@ -939,6 +1027,7 @@ static void STDMETHODCALLTYPE d3d10_device_GSGetConstantBuffers(ID3D10Device1 *i
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct wined3d_buffer *wined3d_buffer;
......@@ -954,6 +1043,7 @@ static void STDMETHODCALLTYPE d3d10_device_GSGetConstantBuffers(ID3D10Device1 *i
buffers[i] = &buffer_impl->ID3D10Buffer_iface;
ID3D10Buffer_AddRef(buffers[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_GSGetShader(ID3D10Device1 *iface, ID3D10GeometryShader **shader)
......@@ -964,13 +1054,16 @@ static void STDMETHODCALLTYPE d3d10_device_GSGetShader(ID3D10Device1 *iface, ID3
TRACE("iface %p, shader %p.\n", iface, shader);
wined3d_mutex_lock();
if (!(wined3d_shader = wined3d_device_get_geometry_shader(device->wined3d_device)))
{
wined3d_mutex_unlock();
*shader = NULL;
return;
}
shader_impl = wined3d_shader_get_parent(wined3d_shader);
wined3d_mutex_unlock();
*shader = &shader_impl->ID3D10GeometryShader_iface;
ID3D10GeometryShader_AddRef(*shader);
}
......@@ -982,7 +1075,9 @@ static void STDMETHODCALLTYPE d3d10_device_IAGetPrimitiveTopology(ID3D10Device1
TRACE("iface %p, topology %p\n", iface, topology);
wined3d_mutex_lock();
wined3d_device_get_primitive_type(This->wined3d_device, (enum wined3d_primitive_type *)topology);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_VSGetShaderResources(ID3D10Device1 *iface,
......@@ -994,6 +1089,7 @@ static void STDMETHODCALLTYPE d3d10_device_VSGetShaderResources(ID3D10Device1 *i
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n",
iface, start_slot, view_count, views);
wined3d_mutex_lock();
for (i = 0; i < view_count; ++i)
{
struct wined3d_shader_resource_view *wined3d_view;
......@@ -1009,6 +1105,7 @@ static void STDMETHODCALLTYPE d3d10_device_VSGetShaderResources(ID3D10Device1 *i
views[i] = &view_impl->ID3D10ShaderResourceView_iface;
ID3D10ShaderResourceView_AddRef(views[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_VSGetSamplers(ID3D10Device1 *iface,
......@@ -1020,6 +1117,7 @@ static void STDMETHODCALLTYPE d3d10_device_VSGetSamplers(ID3D10Device1 *iface,
TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n",
iface, start_slot, sampler_count, samplers);
wined3d_mutex_lock();
for (i = 0; i < sampler_count; ++i)
{
struct d3d10_sampler_state *sampler_impl;
......@@ -1035,6 +1133,7 @@ static void STDMETHODCALLTYPE d3d10_device_VSGetSamplers(ID3D10Device1 *iface,
samplers[i] = &sampler_impl->ID3D10SamplerState_iface;
ID3D10SamplerState_AddRef(samplers[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_GetPredication(ID3D10Device1 *iface,
......@@ -1046,13 +1145,16 @@ static void STDMETHODCALLTYPE d3d10_device_GetPredication(ID3D10Device1 *iface,
TRACE("iface %p, predicate %p, value %p.\n", iface, predicate, value);
wined3d_mutex_lock();
if (!(wined3d_predicate = wined3d_device_get_predication(device->wined3d_device, value)))
{
wined3d_mutex_unlock();
*predicate = NULL;
return;
}
predicate_impl = wined3d_query_get_parent(wined3d_predicate);
wined3d_mutex_unlock();
*predicate = (ID3D10Predicate *)&predicate_impl->ID3D10Query_iface;
ID3D10Predicate_AddRef(*predicate);
}
......@@ -1066,6 +1168,7 @@ static void STDMETHODCALLTYPE d3d10_device_GSGetShaderResources(ID3D10Device1 *i
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n",
iface, start_slot, view_count, views);
wined3d_mutex_lock();
for (i = 0; i < view_count; ++i)
{
struct wined3d_shader_resource_view *wined3d_view;
......@@ -1081,6 +1184,7 @@ static void STDMETHODCALLTYPE d3d10_device_GSGetShaderResources(ID3D10Device1 *i
views[i] = &view_impl->ID3D10ShaderResourceView_iface;
ID3D10ShaderResourceView_AddRef(views[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_GSGetSamplers(ID3D10Device1 *iface,
......@@ -1092,6 +1196,7 @@ static void STDMETHODCALLTYPE d3d10_device_GSGetSamplers(ID3D10Device1 *iface,
TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n",
iface, start_slot, sampler_count, samplers);
wined3d_mutex_lock();
for (i = 0; i < sampler_count; ++i)
{
struct d3d10_sampler_state *sampler_impl;
......@@ -1107,6 +1212,7 @@ static void STDMETHODCALLTYPE d3d10_device_GSGetSamplers(ID3D10Device1 *iface,
samplers[i] = &sampler_impl->ID3D10SamplerState_iface;
ID3D10SamplerState_AddRef(samplers[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_OMGetRenderTargets(ID3D10Device1 *iface,
......@@ -1118,6 +1224,7 @@ static void STDMETHODCALLTYPE d3d10_device_OMGetRenderTargets(ID3D10Device1 *ifa
TRACE("iface %p, view_count %u, render_target_views %p, depth_stencil_view %p.\n",
iface, view_count, render_target_views, depth_stencil_view);
wined3d_mutex_lock();
if (render_target_views)
{
struct d3d10_rendertarget_view *view_impl;
......@@ -1152,6 +1259,7 @@ static void STDMETHODCALLTYPE d3d10_device_OMGetRenderTargets(ID3D10Device1 *ifa
ID3D10DepthStencilView_AddRef(*depth_stencil_view);
}
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_OMGetBlendState(ID3D10Device1 *iface,
......@@ -1164,8 +1272,10 @@ static void STDMETHODCALLTYPE d3d10_device_OMGetBlendState(ID3D10Device1 *iface,
if ((*blend_state = device->blend_state ? &device->blend_state->ID3D10BlendState_iface : NULL))
ID3D10BlendState_AddRef(*blend_state);
wined3d_mutex_lock();
memcpy(blend_factor, device->blend_factor, 4 * sizeof(*blend_factor));
*sample_mask = wined3d_device_get_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEMASK);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_OMGetDepthStencilState(ID3D10Device1 *iface,
......@@ -1191,6 +1301,7 @@ static void STDMETHODCALLTYPE d3d10_device_SOGetTargets(ID3D10Device1 *iface,
TRACE("iface %p, buffer_count %u, buffers %p, offsets %p.\n",
iface, buffer_count, buffers, offsets);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct wined3d_buffer *wined3d_buffer;
......@@ -1206,6 +1317,7 @@ static void STDMETHODCALLTYPE d3d10_device_SOGetTargets(ID3D10Device1 *iface,
buffers[i] = &buffer_impl->ID3D10Buffer_iface;
ID3D10Buffer_AddRef(buffers[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_RSGetState(ID3D10Device1 *iface, ID3D10RasterizerState **rasterizer_state)
......@@ -1235,7 +1347,9 @@ static void STDMETHODCALLTYPE d3d10_device_RSGetViewports(ID3D10Device1 *iface,
if (!*viewport_count)
return;
wined3d_mutex_lock();
wined3d_device_get_viewport(device->wined3d_device, &wined3d_vp);
wined3d_mutex_unlock();
viewports[0].TopLeftX = wined3d_vp.x;
viewports[0].TopLeftY = wined3d_vp.y;
......@@ -1263,7 +1377,9 @@ static void STDMETHODCALLTYPE d3d10_device_RSGetScissorRects(ID3D10Device1 *ifac
if (!*rect_count)
return;
wined3d_mutex_lock();
wined3d_device_get_scissor_rect(device->wined3d_device, rects);
wined3d_mutex_unlock();
if (*rect_count > 1)
memset(&rects[1], 0, (*rect_count - 1) * sizeof(*rects));
}
......@@ -1350,6 +1466,7 @@ static void STDMETHODCALLTYPE d3d10_device_ClearState(ID3D10Device1 *iface)
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
wined3d_device_set_vertex_shader(device->wined3d_device, NULL);
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
{
......@@ -1411,6 +1528,7 @@ static void STDMETHODCALLTYPE d3d10_device_ClearState(ID3D10Device1 *iface)
wined3d_device_set_stream_output(device->wined3d_device, i, NULL, 0);
}
wined3d_device_set_predication(device->wined3d_device, NULL, FALSE);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_Flush(ID3D10Device1 *iface)
......@@ -1726,6 +1844,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateBlendState(ID3D10Device1 *if
if (!desc)
return E_INVALIDARG;
wined3d_mutex_lock();
if ((entry = wine_rb_get(&device->blend_states, desc)))
{
object = WINE_RB_ENTRY_VALUE(entry, struct d3d10_blend_state, entry);
......@@ -1733,9 +1852,11 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateBlendState(ID3D10Device1 *if
TRACE("Returning existing blend state %p.\n", object);
*blend_state = &object->ID3D10BlendState_iface;
ID3D10BlendState_AddRef(*blend_state);
wined3d_mutex_unlock();
return S_OK;
}
wined3d_mutex_unlock();
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
......@@ -1780,6 +1901,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateDepthStencilState(ID3D10Devi
tmp_desc.FrontFace = desc->FrontFace;
tmp_desc.BackFace = desc->BackFace;
wined3d_mutex_lock();
if ((entry = wine_rb_get(&device->depthstencil_states, &tmp_desc)))
{
object = WINE_RB_ENTRY_VALUE(entry, struct d3d10_depthstencil_state, entry);
......@@ -1787,9 +1909,11 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateDepthStencilState(ID3D10Devi
TRACE("Returning existing depthstencil state %p.\n", object);
*depth_stencil_state = &object->ID3D10DepthStencilState_iface;
ID3D10DepthStencilState_AddRef(*depth_stencil_state);
wined3d_mutex_unlock();
return S_OK;
}
wined3d_mutex_unlock();
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
......@@ -1821,6 +1945,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateRasterizerState(ID3D10Device
if (!desc)
return E_INVALIDARG;
wined3d_mutex_lock();
if ((entry = wine_rb_get(&device->rasterizer_states, desc)))
{
object = WINE_RB_ENTRY_VALUE(entry, struct d3d10_rasterizer_state, entry);
......@@ -1828,10 +1953,11 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateRasterizerState(ID3D10Device
TRACE("Returning existing rasterizer state %p.\n", object);
*rasterizer_state = &object->ID3D10RasterizerState_iface;
ID3D10RasterizerState_AddRef(*rasterizer_state);
wined3d_mutex_unlock();
return S_OK;
}
wined3d_mutex_unlock();
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
......@@ -1863,6 +1989,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateSamplerState(ID3D10Device1 *
if (!desc)
return E_INVALIDARG;
wined3d_mutex_lock();
if ((entry = wine_rb_get(&device->sampler_states, desc)))
{
object = WINE_RB_ENTRY_VALUE(entry, struct d3d10_sampler_state, entry);
......@@ -1870,9 +1997,11 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateSamplerState(ID3D10Device1 *
TRACE("Returning existing sampler state %p.\n", object);
*sampler_state = &object->ID3D10SamplerState_iface;
ID3D10SamplerState_AddRef(*sampler_state);
wined3d_mutex_unlock();
return S_OK;
}
wined3d_mutex_unlock();
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
......
......@@ -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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