wined3d: Keep a reference to the resource in shader resource views.

This commit is contained in:
Henri Verbeet 2014-12-01 08:45:43 +01:00 committed by Alexandre Julliard
parent 08b06b7d8f
commit 0e8f2786e9
4 changed files with 19 additions and 5 deletions

View File

@ -987,6 +987,7 @@ static const struct ID3D10ShaderResourceViewVtbl d3d10_shader_resource_view_vtbl
HRESULT d3d10_shader_resource_view_init(struct d3d10_shader_resource_view *view, struct d3d10_device *device,
ID3D10Resource *resource, const D3D10_SHADER_RESOURCE_VIEW_DESC *desc)
{
struct wined3d_resource *wined3d_resource;
HRESULT hr;
view->ID3D10ShaderResourceView_iface.lpVtbl = &d3d10_shader_resource_view_vtbl;
@ -1002,7 +1003,14 @@ HRESULT d3d10_shader_resource_view_init(struct d3d10_shader_resource_view *view,
view->desc = *desc;
}
if (FAILED(hr = wined3d_shader_resource_view_create(view, &d3d10_null_wined3d_parent_ops, &view->wined3d_view)))
if (!(wined3d_resource = wined3d_resource_from_resource(resource)))
{
ERR("Failed to get wined3d resource for d3d10 resource %p.\n", resource);
return E_FAIL;
}
if (FAILED(hr = wined3d_shader_resource_view_create(wined3d_resource,
view, &d3d10_null_wined3d_parent_ops, &view->wined3d_view)))
{
WARN("Failed to create wined3d shader resource view, hr %#x.\n", hr);
return hr;

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@ -176,7 +176,10 @@ ULONG CDECL wined3d_shader_resource_view_decref(struct wined3d_shader_resource_v
if (!refcount)
{
/* Call wined3d_object_destroyed() before releasing the resource,
* since releasing the resource may end up destroying the parent. */
view->parent_ops->wined3d_object_destroyed(view->parent);
wined3d_resource_decref(view->resource);
HeapFree(GetProcessHeap(), 0, view);
}
@ -190,8 +193,8 @@ void * CDECL wined3d_shader_resource_view_get_parent(const struct wined3d_shader
return view->parent;
}
HRESULT CDECL wined3d_shader_resource_view_create(void *parent, const struct wined3d_parent_ops *parent_ops,
struct wined3d_shader_resource_view **view)
HRESULT CDECL wined3d_shader_resource_view_create(struct wined3d_resource *resource, void *parent,
const struct wined3d_parent_ops *parent_ops, struct wined3d_shader_resource_view **view)
{
struct wined3d_shader_resource_view *object;
@ -201,6 +204,8 @@ HRESULT CDECL wined3d_shader_resource_view_create(void *parent, const struct win
return E_OUTOFMEMORY;
object->refcount = 1;
object->resource = resource;
wined3d_resource_incref(resource);
object->parent = parent;
object->parent_ops = parent_ops;

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@ -2663,6 +2663,7 @@ struct wined3d_shader_resource_view
{
LONG refcount;
struct wined3d_resource *resource;
void *parent;
const struct wined3d_parent_ops *parent_ops;
};

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@ -2441,8 +2441,8 @@ ULONG __cdecl wined3d_shader_incref(struct wined3d_shader *shader);
HRESULT __cdecl wined3d_shader_set_local_constants_float(struct wined3d_shader *shader,
UINT start_idx, const float *src_data, UINT vector4f_count);
HRESULT __cdecl wined3d_shader_resource_view_create(void *parent, const struct wined3d_parent_ops *parent_ops,
struct wined3d_shader_resource_view **view);
HRESULT __cdecl wined3d_shader_resource_view_create(struct wined3d_resource *resource, void *parent,
const struct wined3d_parent_ops *parent_ops, struct wined3d_shader_resource_view **view);
ULONG __cdecl wined3d_shader_resource_view_decref(struct wined3d_shader_resource_view *view);
void * __cdecl wined3d_shader_resource_view_get_parent(const struct wined3d_shader_resource_view *view);
ULONG __cdecl wined3d_shader_resource_view_incref(struct wined3d_shader_resource_view *view);