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