• Henri Verbeet's avatar
    wined3d: Don't free D3D surfaces until the wined3d surface is destroyed. · a5214c30
    Henri Verbeet authored
    This prevents for example a d3d9 depth stencil from being destroyed when it
    has no external references but is still in use by the device/stateblock. A
    nice side effect is that it simplifies handling of "implicit" surfaces like
    the frontbuffer and backbuffers, as well as the forwarding of reference counts
    for surfaces that are part of a texture.
    a5214c30
Name
Last commit
Last update
..
tests Loading commit data...
Makefile.in Loading commit data...
clipper.c Loading commit data...
ddraw.c Loading commit data...
ddraw.spec Loading commit data...
ddraw_private.h Loading commit data...
ddraw_thunks.c Loading commit data...
device.c Loading commit data...
direct3d.c Loading commit data...
executebuffer.c Loading commit data...
gamma.c Loading commit data...
light.c Loading commit data...
main.c Loading commit data...
material.c Loading commit data...
palette.c Loading commit data...
parent.c Loading commit data...
regsvr.c Loading commit data...
surface.c Loading commit data...
surface_thunks.c Loading commit data...
texture.c Loading commit data...
utils.c Loading commit data...
version.rc Loading commit data...
vertexbuffer.c Loading commit data...
viewport.c Loading commit data...