wined3d: Merge device_unload_resource() and reset_unload_resources().

This commit is contained in:
Henri Verbeet 2011-02-28 08:05:38 +01:00 committed by Alexandre Julliard
parent 14050e125d
commit 1da773ff4d
1 changed files with 6 additions and 10 deletions

View File

@ -2102,11 +2102,14 @@ err_out:
return hr; return hr;
} }
static HRESULT WINAPI device_unload_resource(IWineD3DResource *resource, void *ctx) static HRESULT WINAPI device_unload_resource(IWineD3DResource *resource, void *data)
{ {
TRACE("Unloading resource %p.\n", resource);
IWineD3DResource_UnLoad(resource); IWineD3DResource_UnLoad(resource);
IWineD3DResource_Release(resource); IWineD3DResource_Release(resource);
return WINED3D_OK;
return S_OK;
} }
static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface,
@ -6180,13 +6183,6 @@ static HRESULT updateSurfaceDesc(IWineD3DSurfaceImpl *surface, const WINED3DPRES
return WINED3D_OK; return WINED3D_OK;
} }
static HRESULT WINAPI reset_unload_resources(IWineD3DResource *resource, void *data) {
TRACE("Unloading resource %p\n", resource);
IWineD3DResource_UnLoad(resource);
IWineD3DResource_Release(resource);
return S_OK;
}
static BOOL is_display_mode_supported(IWineD3DDeviceImpl *This, const WINED3DPRESENT_PARAMETERS *pp) static BOOL is_display_mode_supported(IWineD3DDeviceImpl *This, const WINED3DPRESENT_PARAMETERS *pp)
{ {
UINT i, count; UINT i, count;
@ -6223,7 +6219,7 @@ static void delete_opengl_contexts(IWineD3DDeviceImpl *device, IWineD3DSwapChain
context = context_acquire(device, NULL); context = context_acquire(device, NULL);
gl_info = context->gl_info; gl_info = context->gl_info;
IWineD3DDevice_EnumResources((IWineD3DDevice *)device, reset_unload_resources, NULL); IWineD3DDevice_EnumResources((IWineD3DDevice *)device, device_unload_resource, NULL);
LIST_FOR_EACH_ENTRY(shader, &device->shaders, IWineD3DBaseShaderImpl, baseShader.shader_list_entry) LIST_FOR_EACH_ENTRY(shader, &device->shaders, IWineD3DBaseShaderImpl, baseShader.shader_list_entry)
{ {
device->shader_backend->shader_destroy(shader); device->shader_backend->shader_destroy(shader);