ddraw: Add a separate function for surface cleanup.
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@ -293,6 +293,100 @@ void ddraw_surface_destroy(IDirectDrawSurfaceImpl *This)
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HeapFree(GetProcessHeap(), 0, This);
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}
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static void ddraw_surface_cleanup(IDirectDrawSurfaceImpl *surface)
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{
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IDirectDrawSurfaceImpl *surf;
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IUnknown *ifaceToRelease;
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UINT i;
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TRACE("surface %p.\n", surface);
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if (surface->wined3d_texture) /* If it's a texture, destroy the wined3d texture. */
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wined3d_texture_decref(surface->wined3d_texture);
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else if (surface->wined3d_swapchain)
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{
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IDirectDrawImpl *ddraw = surface->ddraw;
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/* If it's the render target, destroy the D3D device. */
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if (ddraw->d3d_initialized && surface == ddraw->d3d_target)
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{
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TRACE("Destroying the render target, uninitializing D3D.\n");
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for (i = 0; i < ddraw->numConvertedDecls; ++i)
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{
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wined3d_vertex_declaration_decref(ddraw->decls[i].decl);
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}
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HeapFree(GetProcessHeap(), 0, ddraw->decls);
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ddraw->numConvertedDecls = 0;
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if (FAILED(IWineD3DDevice_Uninit3D(ddraw->wineD3DDevice)))
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{
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ERR("Failed to uninit 3D.\n");
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}
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else
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{
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/* Free the d3d window if one was created. */
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if (ddraw->d3d_window && ddraw->d3d_window != ddraw->dest_window)
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{
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TRACE("Destroying the hidden render window %p.\n", ddraw->d3d_window);
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DestroyWindow(ddraw->d3d_window);
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ddraw->d3d_window = 0;
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}
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}
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ddraw->d3d_initialized = FALSE;
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ddraw->d3d_target = NULL;
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}
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else
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{
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IWineD3DDevice_UninitGDI(ddraw->wineD3DDevice);
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}
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surface->wined3d_swapchain = NULL;
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/* Reset to the default surface implementation type. This is needed
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* if applications use non render target surfaces and expect blits to
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* work after destroying the render target.
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*
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* TODO: Recreate existing offscreen surfaces. */
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ddraw->ImplType = DefaultSurfaceType;
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TRACE("D3D unloaded.\n");
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}
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/* The refcount test shows that the palette is detached when the surface
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* is destroyed. */
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IDirectDrawSurface7_SetPalette((IDirectDrawSurface7 *)surface, NULL);
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/* Loop through all complex attached surfaces and destroy them.
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*
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* Yet again, only the root can have more than one complexly attached
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* surface, all the others have a total of one. */
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for (i = 0; i < MAX_COMPLEX_ATTACHED; ++i)
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{
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if (!surface->complex_array[i])
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break;
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surf = surface->complex_array[i];
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surface->complex_array[i] = NULL;
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while (surf)
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{
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IDirectDrawSurfaceImpl *destroy = surf;
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surf = surf->complex_array[0]; /* Iterate through the "tree" */
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ddraw_surface_destroy(destroy); /* Destroy it */
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}
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}
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ifaceToRelease = surface->ifaceToRelease;
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/* Destroy the root surface. */
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ddraw_surface_destroy(surface);
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/* Reduce the ddraw refcount */
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if (ifaceToRelease)
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IUnknown_Release(ifaceToRelease);
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}
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/*****************************************************************************
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* IDirectDrawSurface7::Release
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*
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@ -331,12 +425,6 @@ static ULONG WINAPI ddraw_surface7_Release(IDirectDrawSurface7 *iface)
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if (ref == 0)
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{
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IDirectDrawSurfaceImpl *surf;
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IDirectDrawImpl *ddraw;
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IUnknown *ifaceToRelease = This->ifaceToRelease;
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UINT i;
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/* Complex attached surfaces are destroyed implicitly when the root is released */
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EnterCriticalSection(&ddraw_cs);
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if(!This->is_complex_root)
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@ -345,98 +433,7 @@ static ULONG WINAPI ddraw_surface7_Release(IDirectDrawSurface7 *iface)
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LeaveCriticalSection(&ddraw_cs);
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return ref;
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}
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ddraw = This->ddraw;
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/* If it's a texture, destroy the WineD3DTexture.
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* WineD3D will destroy the IParent interfaces
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* of the sublevels, which destroys the WineD3DSurfaces.
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* Set the surfaces to NULL to avoid destroying them again later
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*/
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if (This->wined3d_texture)
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wined3d_texture_decref(This->wined3d_texture);
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/* If it's the RenderTarget, destroy the d3ddevice */
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else if (This->wined3d_swapchain)
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{
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if((ddraw->d3d_initialized) && (This == ddraw->d3d_target)) {
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TRACE("(%p) Destroying the render target, uninitializing D3D\n", This);
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for (i = 0; i < ddraw->numConvertedDecls; ++i)
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{
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wined3d_vertex_declaration_decref(ddraw->decls[i].decl);
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}
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HeapFree(GetProcessHeap(), 0, ddraw->decls);
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ddraw->numConvertedDecls = 0;
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if (FAILED(IWineD3DDevice_Uninit3D(ddraw->wineD3DDevice)))
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{
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/* Not good */
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ERR("(%p) Failed to uninit 3D\n", This);
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}
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else
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{
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/* Free the d3d window if one was created */
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if(ddraw->d3d_window != 0 && ddraw->d3d_window != ddraw->dest_window)
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{
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TRACE(" (%p) Destroying the hidden render window %p\n", This, ddraw->d3d_window);
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DestroyWindow(ddraw->d3d_window);
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ddraw->d3d_window = 0;
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}
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/* Unset the pointers */
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}
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This->wined3d_swapchain = NULL; /* Uninit3D releases the swapchain */
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ddraw->d3d_initialized = FALSE;
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ddraw->d3d_target = NULL;
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}
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else
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{
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IWineD3DDevice_UninitGDI(ddraw->wineD3DDevice);
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This->wined3d_swapchain = NULL;
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}
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/* Reset to the default surface implementation type. This is needed if apps use
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* non render target surfaces and expect blits to work after destroying the render
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* target.
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*
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* TODO: Recreate existing offscreen surfaces
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*/
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ddraw->ImplType = DefaultSurfaceType;
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/* Write a trace because D3D unloading was the reason for many
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* crashes during development.
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*/
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TRACE("(%p) D3D unloaded\n", This);
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}
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/* The refcount test shows that the palette is detached when the surface is destroyed */
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IDirectDrawSurface7_SetPalette((IDirectDrawSurface7 *)This, NULL);
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/* Loop through all complex attached surfaces,
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* and destroy them.
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*
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* Yet again, only the root can have more than one complexly attached surface, all the others
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* have a total of one;
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*/
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for(i = 0; i < MAX_COMPLEX_ATTACHED; i++)
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{
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if(!This->complex_array[i]) break;
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surf = This->complex_array[i];
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This->complex_array[i] = NULL;
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while(surf)
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{
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IDirectDrawSurfaceImpl *destroy = surf;
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surf = surf->complex_array[0]; /* Iterate through the "tree" */
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ddraw_surface_destroy(destroy); /* Destroy it */
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}
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}
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/* Destroy the root surface. */
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ddraw_surface_destroy(This);
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/* Reduce the ddraw refcount */
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if(ifaceToRelease) IUnknown_Release(ifaceToRelease);
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ddraw_surface_cleanup(This);
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LeaveCriticalSection(&ddraw_cs);
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}
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