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wine
wine-winehq
Commits
f45aeb4a
Commit
f45aeb4a
authored
Nov 30, 2010
by
Henri Verbeet
Committed by
Alexandre Julliard
Dec 01, 2010
Browse files
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Plain Diff
wined3d: Pass an IWineD3DDeviceImpl pointer to shader_free_private().
parent
4a698749
Hide whitespace changes
Inline
Side-by-side
Showing
5 changed files
with
18 additions
and
18 deletions
+18
-18
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+5
-5
device.c
dlls/wined3d/device.c
+5
-5
glsl_shader.c
dlls/wined3d/glsl_shader.c
+6
-6
shader.c
dlls/wined3d/shader.c
+1
-1
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-1
No files found.
dlls/wined3d/arb_program_shader.c
View file @
f45aeb4a
...
@@ -4770,10 +4770,10 @@ static void release_signature(struct wine_rb_entry *entry, void *context)
...
@@ -4770,10 +4770,10 @@ static void release_signature(struct wine_rb_entry *entry, void *context)
}
}
/* Context activation is done by the caller. */
/* Context activation is done by the caller. */
static
void
shader_arb_free
(
IWineD3DDevice
*
iface
)
{
static
void
shader_arb_free
(
IWineD3DDevice
Impl
*
device
)
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
{
const
struct
wined3d_gl_info
*
gl_info
=
&
This
->
adapter
->
gl_info
;
const
struct
wined3d_gl_info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
struct
shader_arb_priv
*
priv
=
This
->
shader_priv
;
struct
shader_arb_priv
*
priv
=
device
->
shader_priv
;
int
i
;
int
i
;
ENTER_GL
();
ENTER_GL
();
...
@@ -4794,7 +4794,7 @@ static void shader_arb_free(IWineD3DDevice *iface) {
...
@@ -4794,7 +4794,7 @@ static void shader_arb_free(IWineD3DDevice *iface) {
LEAVE_GL
();
LEAVE_GL
();
wine_rb_destroy
(
&
priv
->
signature_tree
,
release_signature
,
NULL
);
wine_rb_destroy
(
&
priv
->
signature_tree
,
release_signature
,
NULL
);
HeapFree
(
GetProcessHeap
(),
0
,
This
->
shader_priv
);
HeapFree
(
GetProcessHeap
(),
0
,
device
->
shader_priv
);
}
}
static
BOOL
shader_arb_dirty_const
(
IWineD3DDevice
*
iface
)
{
static
BOOL
shader_arb_dirty_const
(
IWineD3DDevice
*
iface
)
{
...
...
dlls/wined3d/device.c
View file @
f45aeb4a
...
@@ -2056,7 +2056,7 @@ err_out:
...
@@ -2056,7 +2056,7 @@ err_out:
This
->
frag_pipe
->
free_private
(
iface
);
This
->
frag_pipe
->
free_private
(
iface
);
}
}
if
(
This
->
shader_priv
)
{
if
(
This
->
shader_priv
)
{
This
->
shader_backend
->
shader_free_private
(
iface
);
This
->
shader_backend
->
shader_free_private
(
This
);
}
}
return
hr
;
return
hr
;
}
}
...
@@ -2187,7 +2187,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface,
...
@@ -2187,7 +2187,7 @@ 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
(
iface
);
This
->
shader_backend
->
shader_free_private
(
iface
);
This
->
shader_backend
->
shader_free_private
(
This
);
/* Release the buffers (with sanity checks)*/
/* Release the buffers (with sanity checks)*/
if
(
This
->
onscreen_depth_stencil
)
if
(
This
->
onscreen_depth_stencil
)
...
@@ -6201,7 +6201,7 @@ static void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChainImpl
...
@@ -6201,7 +6201,7 @@ static void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChainImpl
This
->
blitter
->
free_private
(
iface
);
This
->
blitter
->
free_private
(
iface
);
This
->
frag_pipe
->
free_private
(
iface
);
This
->
frag_pipe
->
free_private
(
iface
);
This
->
shader_backend
->
shader_free_private
(
iface
);
This
->
shader_backend
->
shader_free_private
(
This
);
destroy_dummy_textures
(
This
,
gl_info
);
destroy_dummy_textures
(
This
,
gl_info
);
context_release
(
context
);
context_release
(
context
);
...
@@ -6255,7 +6255,7 @@ static HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwap
...
@@ -6255,7 +6255,7 @@ static HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwap
if
(
FAILED
(
hr
))
if
(
FAILED
(
hr
))
{
{
ERR
(
"Failed to allocate fragment pipe private data, hr %#x.
\n
"
,
hr
);
ERR
(
"Failed to allocate fragment pipe private data, hr %#x.
\n
"
,
hr
);
This
->
shader_backend
->
shader_free_private
(
iface
);
This
->
shader_backend
->
shader_free_private
(
This
);
goto
err
;
goto
err
;
}
}
...
@@ -6264,7 +6264,7 @@ static HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwap
...
@@ -6264,7 +6264,7 @@ static HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwap
{
{
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
(
iface
);
This
->
shader_backend
->
shader_free_private
(
iface
);
This
->
shader_backend
->
shader_free_private
(
This
);
goto
err
;
goto
err
;
}
}
...
...
dlls/wined3d/glsl_shader.c
View file @
f45aeb4a
...
@@ -4871,10 +4871,10 @@ fail:
...
@@ -4871,10 +4871,10 @@ fail:
}
}
/* Context activation is done by the caller. */
/* Context activation is done by the caller. */
static
void
shader_glsl_free
(
IWineD3DDevice
*
iface
)
{
static
void
shader_glsl_free
(
IWineD3DDevice
Impl
*
device
)
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
{
const
struct
wined3d_gl_info
*
gl_info
=
&
This
->
adapter
->
gl_info
;
const
struct
wined3d_gl_info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
struct
shader_glsl_priv
*
priv
=
This
->
shader_priv
;
struct
shader_glsl_priv
*
priv
=
device
->
shader_priv
;
int
i
;
int
i
;
ENTER_GL
();
ENTER_GL
();
...
@@ -4897,8 +4897,8 @@ static void shader_glsl_free(IWineD3DDevice *iface) {
...
@@ -4897,8 +4897,8 @@ static void shader_glsl_free(IWineD3DDevice *iface) {
HeapFree
(
GetProcessHeap
(),
0
,
priv
->
stack
);
HeapFree
(
GetProcessHeap
(),
0
,
priv
->
stack
);
shader_buffer_free
(
&
priv
->
shader_buffer
);
shader_buffer_free
(
&
priv
->
shader_buffer
);
HeapFree
(
GetProcessHeap
(),
0
,
This
->
shader_priv
);
HeapFree
(
GetProcessHeap
(),
0
,
device
->
shader_priv
);
This
->
shader_priv
=
NULL
;
device
->
shader_priv
=
NULL
;
}
}
static
BOOL
shader_glsl_dirty_const
(
IWineD3DDevice
*
iface
)
{
static
BOOL
shader_glsl_dirty_const
(
IWineD3DDevice
*
iface
)
{
...
...
dlls/wined3d/shader.c
View file @
f45aeb4a
...
@@ -1520,7 +1520,7 @@ static void shader_none_load_np2fixup_constants(void *shader_priv,
...
@@ -1520,7 +1520,7 @@ static void shader_none_load_np2fixup_constants(void *shader_priv,
const
struct
wined3d_gl_info
*
gl_info
,
const
struct
wined3d_state
*
state
)
{}
const
struct
wined3d_gl_info
*
gl_info
,
const
struct
wined3d_state
*
state
)
{}
static
void
shader_none_destroy
(
IWineD3DBaseShader
*
iface
)
{}
static
void
shader_none_destroy
(
IWineD3DBaseShader
*
iface
)
{}
static
HRESULT
shader_none_alloc
(
IWineD3DDeviceImpl
*
device
)
{
return
WINED3D_OK
;}
static
HRESULT
shader_none_alloc
(
IWineD3DDeviceImpl
*
device
)
{
return
WINED3D_OK
;}
static
void
shader_none_free
(
IWineD3DDevice
*
ifa
ce
)
{}
static
void
shader_none_free
(
IWineD3DDevice
Impl
*
devi
ce
)
{}
static
BOOL
shader_none_dirty_const
(
IWineD3DDevice
*
iface
)
{
return
FALSE
;}
static
BOOL
shader_none_dirty_const
(
IWineD3DDevice
*
iface
)
{
return
FALSE
;}
static
void
shader_none_get_caps
(
const
struct
wined3d_gl_info
*
gl_info
,
struct
shader_caps
*
caps
)
static
void
shader_none_get_caps
(
const
struct
wined3d_gl_info
*
gl_info
,
struct
shader_caps
*
caps
)
...
...
dlls/wined3d/wined3d_private.h
View file @
f45aeb4a
...
@@ -760,7 +760,7 @@ typedef struct {
...
@@ -760,7 +760,7 @@ typedef struct {
const
struct
wined3d_state
*
state
);
const
struct
wined3d_state
*
state
);
void
(
*
shader_destroy
)(
IWineD3DBaseShader
*
iface
);
void
(
*
shader_destroy
)(
IWineD3DBaseShader
*
iface
);
HRESULT
(
*
shader_alloc_private
)(
IWineD3DDeviceImpl
*
device
);
HRESULT
(
*
shader_alloc_private
)(
IWineD3DDeviceImpl
*
device
);
void
(
*
shader_free_private
)(
IWineD3DDevice
*
ifa
ce
);
void
(
*
shader_free_private
)(
IWineD3DDevice
Impl
*
devi
ce
);
BOOL
(
*
shader_dirtifyable_constants
)(
IWineD3DDevice
*
iface
);
BOOL
(
*
shader_dirtifyable_constants
)(
IWineD3DDevice
*
iface
);
void
(
*
shader_get_caps
)(
const
struct
wined3d_gl_info
*
gl_info
,
struct
shader_caps
*
caps
);
void
(
*
shader_get_caps
)(
const
struct
wined3d_gl_info
*
gl_info
,
struct
shader_caps
*
caps
);
BOOL
(
*
shader_color_fixup_supported
)(
struct
color_fixup_desc
fixup
);
BOOL
(
*
shader_color_fixup_supported
)(
struct
color_fixup_desc
fixup
);
...
...
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