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wine
wine-winehq
Commits
a4477fea
Commit
a4477fea
authored
Dec 01, 2010
by
Henri Verbeet
Committed by
Alexandre Julliard
Dec 02, 2010
Browse files
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Plain Diff
wined3d: Pass an IWineD3DDeviceImpl pointer to free_private().
parent
6b9118e4
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Showing
6 changed files
with
19 additions
and
18 deletions
+19
-18
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+7
-6
ati_fragment_shader.c
dlls/wined3d/ati_fragment_shader.c
+5
-5
device.c
dlls/wined3d/device.c
+4
-4
nvidia_texture_shader.c
dlls/wined3d/nvidia_texture_shader.c
+1
-1
state.c
dlls/wined3d/state.c
+1
-1
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-1
No files found.
dlls/wined3d/arb_program_shader.c
View file @
a4477fea
...
@@ -5501,15 +5501,16 @@ static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
...
@@ -5501,15 +5501,16 @@ static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
}
}
/* Context activation is done by the caller. */
/* Context activation is done by the caller. */
static
void
arbfp_free
(
IWineD3DDevice
*
iface
)
{
static
void
arbfp_free
(
IWineD3DDevice
Impl
*
device
)
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
{
struct
shader_arb_priv
*
priv
=
This
->
fragment_priv
;
struct
shader_arb_priv
*
priv
=
device
->
fragment_priv
;
wine_rb_destroy
(
&
priv
->
fragment_shaders
,
arbfp_free_ffpshader
,
&
This
->
adapter
->
gl_info
);
wine_rb_destroy
(
&
priv
->
fragment_shaders
,
arbfp_free_ffpshader
,
&
device
->
adapter
->
gl_info
);
priv
->
use_arbfp_fixed_func
=
FALSE
;
priv
->
use_arbfp_fixed_func
=
FALSE
;
if
(
This
->
shader_backend
!=
&
arb_program_shader_backend
)
{
if
(
device
->
shader_backend
!=
&
arb_program_shader_backend
)
HeapFree
(
GetProcessHeap
(),
0
,
This
->
fragment_priv
);
{
HeapFree
(
GetProcessHeap
(),
0
,
device
->
fragment_priv
);
}
}
}
}
...
...
dlls/wined3d/ati_fragment_shader.c
View file @
a4477fea
...
@@ -1149,14 +1149,14 @@ static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *context)
...
@@ -1149,14 +1149,14 @@ static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *context)
}
}
/* Context activation is done by the caller. */
/* Context activation is done by the caller. */
static
void
atifs_free
(
IWineD3DDevice
*
iface
)
{
static
void
atifs_free
(
IWineD3DDevice
Impl
*
device
)
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
{
struct
atifs_private_data
*
priv
=
This
->
fragment_priv
;
struct
atifs_private_data
*
priv
=
device
->
fragment_priv
;
wine_rb_destroy
(
&
priv
->
fragment_shaders
,
atifs_free_ffpshader
,
This
);
wine_rb_destroy
(
&
priv
->
fragment_shaders
,
atifs_free_ffpshader
,
device
);
HeapFree
(
GetProcessHeap
(),
0
,
priv
);
HeapFree
(
GetProcessHeap
(),
0
,
priv
);
This
->
fragment_priv
=
NULL
;
device
->
fragment_priv
=
NULL
;
}
}
static
BOOL
atifs_color_fixup_supported
(
struct
color_fixup_desc
fixup
)
static
BOOL
atifs_color_fixup_supported
(
struct
color_fixup_desc
fixup
)
...
...
dlls/wined3d/device.c
View file @
a4477fea
...
@@ -2053,7 +2053,7 @@ err_out:
...
@@ -2053,7 +2053,7 @@ err_out:
This
->
blitter
->
free_private
(
iface
);
This
->
blitter
->
free_private
(
iface
);
}
}
if
(
This
->
fragment_priv
)
{
if
(
This
->
fragment_priv
)
{
This
->
frag_pipe
->
free_private
(
iface
);
This
->
frag_pipe
->
free_private
(
This
);
}
}
if
(
This
->
shader_priv
)
{
if
(
This
->
shader_priv
)
{
This
->
shader_backend
->
shader_free_private
(
This
);
This
->
shader_backend
->
shader_free_private
(
This
);
...
@@ -2186,7 +2186,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface,
...
@@ -2186,7 +2186,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface,
/* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
/* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
This
->
blitter
->
free_private
(
iface
);
This
->
blitter
->
free_private
(
iface
);
This
->
frag_pipe
->
free_private
(
iface
);
This
->
frag_pipe
->
free_private
(
This
);
This
->
shader_backend
->
shader_free_private
(
This
);
This
->
shader_backend
->
shader_free_private
(
This
);
/* Release the buffers (with sanity checks)*/
/* Release the buffers (with sanity checks)*/
...
@@ -6200,7 +6200,7 @@ static void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChainImpl
...
@@ -6200,7 +6200,7 @@ static void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChainImpl
LEAVE_GL
();
LEAVE_GL
();
This
->
blitter
->
free_private
(
iface
);
This
->
blitter
->
free_private
(
iface
);
This
->
frag_pipe
->
free_private
(
iface
);
This
->
frag_pipe
->
free_private
(
This
);
This
->
shader_backend
->
shader_free_private
(
This
);
This
->
shader_backend
->
shader_free_private
(
This
);
destroy_dummy_textures
(
This
,
gl_info
);
destroy_dummy_textures
(
This
,
gl_info
);
...
@@ -6263,7 +6263,7 @@ static HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwap
...
@@ -6263,7 +6263,7 @@ static HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwap
if
(
FAILED
(
hr
))
if
(
FAILED
(
hr
))
{
{
ERR
(
"Failed to allocate blitter private data, hr %#x.
\n
"
,
hr
);
ERR
(
"Failed to allocate blitter private data, hr %#x.
\n
"
,
hr
);
This
->
frag_pipe
->
free_private
(
iface
);
This
->
frag_pipe
->
free_private
(
This
);
This
->
shader_backend
->
shader_free_private
(
This
);
This
->
shader_backend
->
shader_free_private
(
This
);
goto
err
;
goto
err
;
}
}
...
...
dlls/wined3d/nvidia_texture_shader.c
View file @
a4477fea
...
@@ -695,7 +695,7 @@ static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct
...
@@ -695,7 +695,7 @@ static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct
static
HRESULT
nvrc_fragment_alloc
(
IWineD3DDeviceImpl
*
device
)
{
return
WINED3D_OK
;
}
static
HRESULT
nvrc_fragment_alloc
(
IWineD3DDeviceImpl
*
device
)
{
return
WINED3D_OK
;
}
/* Context activation is done by the caller. */
/* Context activation is done by the caller. */
static
void
nvrc_fragment_free
(
IWineD3DDevice
*
ifa
ce
)
{}
static
void
nvrc_fragment_free
(
IWineD3DDevice
Impl
*
devi
ce
)
{}
/* Two fixed function pipeline implementations using GL_NV_register_combiners and
/* Two fixed function pipeline implementations using GL_NV_register_combiners and
* GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
* GL_NV_texture_shader. The nvts_fragment_pipeline assumes that both extensions
...
...
dlls/wined3d/state.c
View file @
a4477fea
...
@@ -5697,7 +5697,7 @@ static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct
...
@@ -5697,7 +5697,7 @@ static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct
}
}
static
HRESULT
ffp_fragment_alloc
(
IWineD3DDeviceImpl
*
device
)
{
return
WINED3D_OK
;
}
static
HRESULT
ffp_fragment_alloc
(
IWineD3DDeviceImpl
*
device
)
{
return
WINED3D_OK
;
}
static
void
ffp_fragment_free
(
IWineD3DDevice
*
ifa
ce
)
{}
static
void
ffp_fragment_free
(
IWineD3DDevice
Impl
*
devi
ce
)
{}
static
BOOL
ffp_color_fixup_supported
(
struct
color_fixup_desc
fixup
)
static
BOOL
ffp_color_fixup_supported
(
struct
color_fixup_desc
fixup
)
{
{
if
(
TRACE_ON
(
d3d
))
if
(
TRACE_ON
(
d3d
))
...
...
dlls/wined3d/wined3d_private.h
View file @
a4477fea
...
@@ -1146,7 +1146,7 @@ struct fragment_pipeline
...
@@ -1146,7 +1146,7 @@ struct fragment_pipeline
void
(
*
enable_extension
)(
BOOL
enable
);
void
(
*
enable_extension
)(
BOOL
enable
);
void
(
*
get_caps
)(
const
struct
wined3d_gl_info
*
gl_info
,
struct
fragment_caps
*
caps
);
void
(
*
get_caps
)(
const
struct
wined3d_gl_info
*
gl_info
,
struct
fragment_caps
*
caps
);
HRESULT
(
*
alloc_private
)(
IWineD3DDeviceImpl
*
device
);
HRESULT
(
*
alloc_private
)(
IWineD3DDeviceImpl
*
device
);
void
(
*
free_private
)(
IWineD3DDevice
*
ifa
ce
);
void
(
*
free_private
)(
IWineD3DDevice
Impl
*
devi
ce
);
BOOL
(
*
color_fixup_supported
)(
struct
color_fixup_desc
fixup
);
BOOL
(
*
color_fixup_supported
)(
struct
color_fixup_desc
fixup
);
const
struct
StateEntryTemplate
*
states
;
const
struct
StateEntryTemplate
*
states
;
BOOL
ffp_proj_control
;
BOOL
ffp_proj_control
;
...
...
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