wined3d: Fix style issues in delete_gl_buffer().

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2016-11-02 10:55:35 +01:00 committed by Alexandre Julliard
parent 20eb55fdef
commit 01b8bea329
1 changed files with 15 additions and 14 deletions

View File

@ -139,16 +139,17 @@ static void buffer_bind(struct wined3d_buffer *buffer, struct wined3d_context *c
}
/* Context activation is done by the caller. */
static void delete_gl_buffer(struct wined3d_buffer *This, const struct wined3d_context *context)
static void buffer_destroy_buffer_object(struct wined3d_buffer *buffer, const struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_resource *resource = &This->resource;
struct wined3d_resource *resource = &buffer->resource;
if(!This->buffer_object) return;
if (!buffer->buffer_object)
return;
GL_EXTCALL(glDeleteBuffers(1, &This->buffer_object));
GL_EXTCALL(glDeleteBuffers(1, &buffer->buffer_object));
checkGLcall("glDeleteBuffers");
This->buffer_object = 0;
buffer->buffer_object = 0;
/* The stream source state handler might have read the memory of the
* vertex buffer already and got the memory in the vbo which is not
@ -157,18 +158,18 @@ static void delete_gl_buffer(struct wined3d_buffer *This, const struct wined3d_c
* rarely. */
if (resource->bind_count)
{
if (This->bind_flags & WINED3D_BIND_VERTEX_BUFFER)
if (buffer->bind_flags & WINED3D_BIND_VERTEX_BUFFER)
device_invalidate_state(resource->device, STATE_STREAMSRC);
if (This->bind_flags & WINED3D_BIND_INDEX_BUFFER)
if (buffer->bind_flags & WINED3D_BIND_INDEX_BUFFER)
device_invalidate_state(resource->device, STATE_INDEXBUFFER);
}
if(This->query)
if (buffer->query)
{
wined3d_event_query_destroy(This->query);
This->query = NULL;
wined3d_event_query_destroy(buffer->query);
buffer->query = NULL;
}
This->flags &= ~WINED3D_BUFFER_APPLESYNC;
buffer->flags &= ~WINED3D_BUFFER_APPLESYNC;
}
/* Context activation is done by the caller. */
@ -257,7 +258,7 @@ fail:
/* Clean up all BO init, but continue because we can work without a BO :-) */
ERR("Failed to create a buffer object. Continuing, but performance issues may occur.\n");
buffer->flags &= ~WINED3D_BUFFER_USE_BO;
delete_gl_buffer(buffer, context);
buffer_destroy_buffer_object(buffer, context);
buffer_clear_dirty_areas(buffer);
return FALSE;
}
@ -663,7 +664,7 @@ static void buffer_unload(struct wined3d_resource *resource)
buffer->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
delete_gl_buffer(buffer, context);
buffer_destroy_buffer_object(buffer, context);
buffer_clear_dirty_areas(buffer);
context_release(context);
@ -692,7 +693,7 @@ static void wined3d_buffer_destroy_object(void *object)
if (buffer->buffer_object)
{
context = context_acquire(buffer->resource.device, NULL);
delete_gl_buffer(buffer, context);
buffer_destroy_buffer_object(buffer, context);
context_release(context);
HeapFree(GetProcessHeap(), 0, buffer->conversion_map);