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wine
wine-winehq
Commits
861767f0
Commit
861767f0
authored
Jul 22, 2007
by
Stefan Dösinger
Committed by
Alexandre Julliard
Jul 24, 2007
Browse files
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Plain Diff
wined3d: Create the stateblock in Init3D.
parent
430239b4
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Side-by-side
Showing
2 changed files
with
37 additions
and
62 deletions
+37
-62
device.c
dlls/wined3d/device.c
+37
-18
directx.c
dlls/wined3d/directx.c
+0
-44
No files found.
dlls/wined3d/device.c
View file @
861767f0
...
...
@@ -202,24 +202,6 @@ static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
/* NOTE: You must release the parent if the object was created via a callback
** ***************************/
/* Release the update stateblock */
if
(
IWineD3DStateBlock_Release
((
IWineD3DStateBlock
*
)
This
->
updateStateBlock
)
>
0
){
if
(
This
->
updateStateBlock
!=
This
->
stateBlock
)
FIXME
(
"(%p) Something's still holding the Update stateblock
\n
"
,
This
);
}
This
->
updateStateBlock
=
NULL
;
{
/* because were not doing proper internal refcounts releasing the primary state block
causes recursion with the extra checks in ResourceReleased, to avoid this we have
to set this->stateBlock = NULL; first */
IWineD3DStateBlock
*
stateBlock
=
(
IWineD3DStateBlock
*
)
This
->
stateBlock
;
This
->
stateBlock
=
NULL
;
/* Release the stateblock */
if
(
IWineD3DStateBlock_Release
(
stateBlock
)
>
0
){
FIXME
(
"(%p) Something's still holding the Update stateblock
\n
"
,
This
);
}
}
if
(
This
->
resources
!=
NULL
)
{
FIXME
(
"(%p) Device released with resources still bound, acceptable but unexpected
\n
"
,
This
);
dumpResources
(
This
->
resources
);
...
...
@@ -1809,6 +1791,24 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
/* TODO: Test if OpenGL is compiled in and loaded */
TRACE
(
"(%p) : Creating stateblock
\n
"
,
This
);
/* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */
hr
=
IWineD3DDevice_CreateStateBlock
(
iface
,
WINED3DSBT_INIT
,
(
IWineD3DStateBlock
**
)
&
This
->
stateBlock
,
NULL
);
if
(
WINED3D_OK
!=
hr
)
{
/* Note: No parent needed for initial internal stateblock */
WARN
(
"Failed to create stateblock
\n
"
);
return
hr
;
}
TRACE
(
"(%p) : Created stateblock (%p)
\n
"
,
This
,
This
->
stateBlock
);
This
->
updateStateBlock
=
This
->
stateBlock
;
IWineD3DStateBlock_AddRef
((
IWineD3DStateBlock
*
)
This
->
updateStateBlock
);
hr
=
allocate_shader_constants
(
This
->
updateStateBlock
);
if
(
WINED3D_OK
!=
hr
)
return
hr
;
/* Initialize the texture unit mapping to a 1:1 mapping */
for
(
state
=
0
;
state
<
MAX_COMBINED_SAMPLERS
;
++
state
)
{
if
(
state
<
GL_LIMITS
(
fragment_samplers
))
{
...
...
@@ -1991,6 +1991,25 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_D
This
->
swapchains
=
NULL
;
This
->
NumberOfSwapChains
=
0
;
/* Release the update stateblock */
if
(
IWineD3DStateBlock_Release
((
IWineD3DStateBlock
*
)
This
->
updateStateBlock
)
>
0
){
if
(
This
->
updateStateBlock
!=
This
->
stateBlock
)
FIXME
(
"(%p) Something's still holding the Update stateblock
\n
"
,
This
);
}
This
->
updateStateBlock
=
NULL
;
{
/* because were not doing proper internal refcounts releasing the primary state block
causes recursion with the extra checks in ResourceReleased, to avoid this we have
to set this->stateBlock = NULL; first */
IWineD3DStateBlock
*
stateBlock
=
(
IWineD3DStateBlock
*
)
This
->
stateBlock
;
This
->
stateBlock
=
NULL
;
/* Release the stateblock */
if
(
IWineD3DStateBlock_Release
(
stateBlock
)
>
0
){
FIXME
(
"(%p) Something's still holding the Update stateblock
\n
"
,
This
);
}
}
This
->
d3d_initialized
=
FALSE
;
return
WINED3D_OK
;
}
...
...
dlls/wined3d/directx.c
View file @
861767f0
...
...
@@ -2416,7 +2416,6 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
IWineD3DDeviceImpl
*
object
=
NULL
;
IWineD3DImpl
*
This
=
(
IWineD3DImpl
*
)
iface
;
HDC
hDC
;
HRESULT
temp_result
;
int
i
;
/* Validate the adapter number */
...
...
@@ -2462,20 +2461,6 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
object
->
adapterNo
=
Adapter
;
object
->
devType
=
DeviceType
;
TRACE
(
"(%p) : Creating stateblock
\n
"
,
This
);
/* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */
if
(
WINED3D_OK
!=
IWineD3DDevice_CreateStateBlock
((
IWineD3DDevice
*
)
object
,
WINED3DSBT_INIT
,
(
IWineD3DStateBlock
**
)
&
object
->
stateBlock
,
NULL
)
||
NULL
==
object
->
stateBlock
)
{
/* Note: No parent needed for initial internal stateblock */
WARN
(
"Failed to create stateblock
\n
"
);
goto
create_device_error
;
}
TRACE
(
"(%p) : Created stateblock (%p)
\n
"
,
This
,
object
->
stateBlock
);
object
->
updateStateBlock
=
object
->
stateBlock
;
IWineD3DStateBlock_AddRef
((
IWineD3DStateBlock
*
)
object
->
updateStateBlock
);
/* Setup surfaces for the backbuffer, frontbuffer and depthstencil buffer */
select_shader_mode
(
&
GLINFO_LOCATION
,
DeviceType
,
&
object
->
ps_selected_mode
,
&
object
->
vs_selected_mode
);
if
(
object
->
ps_selected_mode
==
SHADER_GLSL
||
object
->
vs_selected_mode
==
SHADER_GLSL
)
{
object
->
shader_backend
=
&
glsl_shader_backend
;
...
...
@@ -2490,10 +2475,6 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
* TODO: move the functionality where it belongs */
select_shader_max_constants
(
object
->
ps_selected_mode
,
object
->
vs_selected_mode
,
&
GLINFO_LOCATION
);
temp_result
=
allocate_shader_constants
(
object
->
updateStateBlock
);
if
(
WINED3D_OK
!=
temp_result
)
return
temp_result
;
object
->
render_targets
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
IWineD3DSurface
*
)
*
GL_LIMITS
(
buffers
));
object
->
fbo_color_attachments
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
IWineD3DSurface
*
)
*
GL_LIMITS
(
buffers
));
object
->
draw_buffers
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
GLenum
)
*
GL_LIMITS
(
buffers
));
...
...
@@ -2512,31 +2493,6 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
list_init
(
&
object
->
patches
[
i
]);
}
return
WINED3D_OK
;
create_device_error:
/* Set the device state to error */
object
->
state
=
WINED3DERR_DRIVERINTERNALERROR
;
if
(
object
->
updateStateBlock
!=
NULL
)
{
IWineD3DStateBlock_Release
((
IWineD3DStateBlock
*
)
object
->
updateStateBlock
);
object
->
updateStateBlock
=
NULL
;
}
if
(
object
->
stateBlock
!=
NULL
)
{
IWineD3DStateBlock_Release
((
IWineD3DStateBlock
*
)
object
->
stateBlock
);
object
->
stateBlock
=
NULL
;
}
if
(
object
->
render_targets
[
0
]
!=
NULL
)
{
IWineD3DSurface_Release
(
object
->
render_targets
[
0
]);
object
->
render_targets
[
0
]
=
NULL
;
}
if
(
object
->
stencilBufferTarget
!=
NULL
)
{
IWineD3DSurface_Release
(
object
->
stencilBufferTarget
);
object
->
stencilBufferTarget
=
NULL
;
}
HeapFree
(
GetProcessHeap
(),
0
,
object
);
*
ppReturnedDeviceInterface
=
NULL
;
return
WINED3DERR_INVALIDCALL
;
}
#undef GLINFO_LOCATION
...
...
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