wined3d: Dirtify the shader and declaration states if the bound interface is destroyed.

This commit is contained in:
Stefan Dösinger 2007-04-11 14:02:38 +02:00 committed by Alexandre Julliard
parent 21e6beed5c
commit 0d88a38238
3 changed files with 22 additions and 0 deletions

View File

@ -73,6 +73,18 @@ static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface)
TRACE("(%p) : Releasing from %d\n", This, This->ref); TRACE("(%p) : Releasing from %d\n", This, This->ref);
ref = InterlockedDecrement(&This->ref); ref = InterlockedDecrement(&This->ref);
if (ref == 0) { if (ref == 0) {
/* SetPixelShader does not AddRef. If the bound pixel shader is destroyed, the pointer in the stateblock remains
* unchanged. Drawing again will most likely crash, even on windows. A problem can occur if the application creates
* a new pixel shader which resides at the same address. Then SetPixelShader will think it is a NOP change, and won't
* dirtify the state.
*
* Do NOT call GetPixelShader here. This will addRef and cause a recursion. And do NOT set the pixel shader to NULL,
* Windows does not do that(Although no test exists since they'd crash randomly)
*/
if(iface == ((IWineD3DDeviceImpl *) This->baseShader.device)->stateBlock->pixelShader) {
IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *) This->baseShader.device, STATE_PIXELSHADER);
}
if (This->baseShader.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) { if (This->baseShader.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) {
struct list *linked_programs = &This->baseShader.linked_programs; struct list *linked_programs = &This->baseShader.linked_programs;

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@ -98,6 +98,11 @@ static ULONG WINAPI IWineD3DVertexDeclarationImpl_Release(IWineD3DVertexDeclarat
TRACE("(%p) : Releasing from %d\n", This, This->ref); TRACE("(%p) : Releasing from %d\n", This, This->ref);
ref = InterlockedDecrement(&This->ref); ref = InterlockedDecrement(&This->ref);
if (ref == 0) { if (ref == 0) {
if(iface == This->wineD3DDevice->stateBlock->vertexDecl) {
/* See comment in PixelShader::Release */
IWineD3DDeviceImpl_MarkStateDirty(This->wineD3DDevice, STATE_VDECL);
}
HeapFree(GetProcessHeap(), 0, This->pDeclarationWine); HeapFree(GetProcessHeap(), 0, This->pDeclarationWine);
HeapFree(GetProcessHeap(), 0, This); HeapFree(GetProcessHeap(), 0, This);
} }

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@ -464,6 +464,11 @@ static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface
TRACE("(%p) : Releasing from %d\n", This, This->ref); TRACE("(%p) : Releasing from %d\n", This, This->ref);
ref = InterlockedDecrement(&This->ref); ref = InterlockedDecrement(&This->ref);
if (ref == 0) { if (ref == 0) {
if(iface == ((IWineD3DDeviceImpl *) This->baseShader.device)->stateBlock->vertexShader) {
/* See comment in PixelShader::Release */
IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *) This->baseShader.device, STATE_VSHADER);
}
if (This->baseShader.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) { if (This->baseShader.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) {
struct list *linked_programs = &This->baseShader.linked_programs; struct list *linked_programs = &This->baseShader.linked_programs;