Commit 6e09d7bd authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Cleanup device_resource_released().

In particular, releasing a resource that's in use by the device or the stateblock is always an internal error in either wined3d or the relevant wined3d client library.
parent 35b9d3db
......@@ -6538,100 +6538,102 @@ static void device_resource_remove(IWineD3DDeviceImpl *This, IWineD3DResource *r
list_remove(&((IWineD3DResourceImpl *) resource)->resource.resource_list_entry);
}
void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource)
void device_resource_released(IWineD3DDeviceImpl *device, IWineD3DResource *resource)
{
WINED3DRESOURCETYPE type = IWineD3DResource_GetType(resource);
int counter;
unsigned int i;
TRACE("(%p) : resource %p\n", This, resource);
TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
context_resource_released(This, resource, type);
context_resource_released(device, resource, type);
switch (type) {
/* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
case WINED3DRTYPE_SURFACE: {
unsigned int i;
switch (type)
{
case WINED3DRTYPE_SURFACE:
if (!device->d3d_initialized) break;
if (This->d3d_initialized)
for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
{
for (i = 0; i < This->adapter->gl_info.limits.buffers; ++i)
if (device->render_targets[i] == (IWineD3DSurfaceImpl *)resource)
{
if (This->render_targets[i] == (IWineD3DSurfaceImpl *)resource)
This->render_targets[i] = NULL;
ERR("Surface %p is still in use as render target %u.\n", resource, i);
device->render_targets[i] = NULL;
}
if (This->depth_stencil == (IWineD3DSurfaceImpl *)resource)
This->depth_stencil = NULL;
}
if (device->depth_stencil == (IWineD3DSurfaceImpl *)resource)
{
ERR("Surface %p is still in use as depth/stencil buffer.\n", resource);
device->depth_stencil = NULL;
}
break;
}
case WINED3DRTYPE_TEXTURE:
case WINED3DRTYPE_CUBETEXTURE:
case WINED3DRTYPE_VOLUMETEXTURE:
for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
This->stateBlock->textures[counter] = NULL;
}
if (This->updateStateBlock != This->stateBlock ){
if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
This->updateStateBlock->textures[counter] = NULL;
}
}
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
{
if (device->stateBlock && device->stateBlock->textures[i] == (IWineD3DBaseTexture *)resource)
{
ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
resource, device->stateBlock, i);
device->stateBlock->textures[i] = NULL;
}
break;
case WINED3DRTYPE_VOLUME:
/* TODO: nothing really? */
break;
if (device->updateStateBlock != device->stateBlock
&& device->updateStateBlock->textures[i] == (IWineD3DBaseTexture *)resource)
{
ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
resource, device->updateStateBlock, i);
device->updateStateBlock->textures[i] = NULL;
}
}
break;
case WINED3DRTYPE_BUFFER:
{
int streamNumber;
TRACE("Cleaning up stream pointers\n");
for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
/* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
FINDOUT: should changes.streamSource[StreamNumber] be set ?
*/
if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
FIXME("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
This->updateStateBlock->streamSource[streamNumber] = 0;
/* Set changed flag? */
}
for (i = 0; i < MAX_STREAMS; ++i)
{
if (device->stateBlock && device->stateBlock->streamSource[i] == (IWineD3DBuffer *)resource)
{
ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
resource, device->stateBlock, i);
device->stateBlock->streamSource[i] = NULL;
}
if (This->stateBlock != NULL ) { /* only happens if there is an error in the application, or on reset/release (because we don't manage internal tracking properly) */
if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
TRACE("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
This->stateBlock->streamSource[streamNumber] = 0;
}
if (device->updateStateBlock != device->stateBlock
&& device->updateStateBlock->streamSource[i] == (IWineD3DBuffer *)resource)
{
ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
resource, device->updateStateBlock, i);
device->updateStateBlock->streamSource[i] = NULL;
}
}
if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
if (This->updateStateBlock->pIndexData == (IWineD3DBuffer *)resource) {
This->updateStateBlock->pIndexData = NULL;
}
if (device->stateBlock && device->stateBlock->pIndexData == (IWineD3DBuffer *)resource)
{
ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
resource, device->stateBlock);
device->stateBlock->pIndexData = NULL;
}
if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
if (This->stateBlock->pIndexData == (IWineD3DBuffer *)resource) {
This->stateBlock->pIndexData = NULL;
}
if (device->updateStateBlock != device->stateBlock
&& device->updateStateBlock->pIndexData == (IWineD3DBuffer *)resource)
{
ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
resource, device->updateStateBlock);
device->updateStateBlock->pIndexData = NULL;
}
}
break;
break;
default:
FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
break;
break;
}
/* Remove the resource from the resourceStore */
device_resource_remove(This, resource);
TRACE("Resource released\n");
device_resource_remove(device, resource);
TRACE("Resource released.\n");
}
static HRESULT WINAPI IWineD3DDeviceImpl_EnumResources(IWineD3DDevice *iface, D3DCB_ENUMRESOURCES pCallback, void *pData) {
......
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