wined3d: Pass an IWineD3DBaseTextureImpl pointer to basetexture_cleanup().
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@ -74,11 +74,11 @@ HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT layer_count, UIN
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return WINED3D_OK;
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}
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void basetexture_cleanup(IWineD3DBaseTexture *iface)
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void basetexture_cleanup(IWineD3DBaseTextureImpl *texture)
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{
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basetexture_unload((IWineD3DBaseTextureImpl *)iface);
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HeapFree(GetProcessHeap(), 0, ((IWineD3DBaseTextureImpl *)iface)->baseTexture.sub_resources);
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resource_cleanup((IWineD3DResource *)iface);
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basetexture_unload(texture);
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HeapFree(GetProcessHeap(), 0, texture->baseTexture.sub_resources);
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resource_cleanup((IWineD3DResource *)texture);
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}
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IWineD3DResourceImpl *basetexture_get_sub_resource(IWineD3DBaseTextureImpl *texture, UINT sub_resource_idx)
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@ -132,7 +132,7 @@ static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This)
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IWineD3DSurface_Release((IWineD3DSurface *)surface);
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}
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}
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basetexture_cleanup((IWineD3DBaseTexture *)This);
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basetexture_cleanup((IWineD3DBaseTextureImpl *)This);
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}
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/* *******************************************
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@ -126,7 +126,7 @@ static void texture_cleanup(IWineD3DTextureImpl *This)
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}
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TRACE("(%p) : Cleaning up base texture\n", This);
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basetexture_cleanup((IWineD3DBaseTexture *)This);
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basetexture_cleanup((IWineD3DBaseTextureImpl *)This);
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}
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/* *******************************************
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@ -95,7 +95,7 @@ static void volumetexture_cleanup(IWineD3DVolumeTextureImpl *This)
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IWineD3DVolume_Release((IWineD3DVolume *)volume);
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}
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}
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basetexture_cleanup((IWineD3DBaseTexture *)This);
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basetexture_cleanup((IWineD3DBaseTextureImpl *)This);
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}
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/* *******************************************
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@ -1913,7 +1913,7 @@ void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
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const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
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const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
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HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
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void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
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void basetexture_cleanup(IWineD3DBaseTextureImpl *texture) DECLSPEC_HIDDEN;
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void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
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WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
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DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
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