wined3d: Alloc / free shader private data and blt stuff in Init3D/Uninit3D.

This commit is contained in:
Stefan Dösinger 2008-03-18 19:49:05 +01:00 committed by Alexandre Julliard
parent ac57b4e2f5
commit 28fdebe404
2 changed files with 14 additions and 8 deletions

View File

@ -173,8 +173,6 @@ static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->dst_fbo));
}
This->shader_backend->shader_free_private(iface);
if (This->glsl_program_lookup) hash_table_destroy(This->glsl_program_lookup);
/* TODO: Clean up all the surfaces and textures! */
@ -2084,6 +2082,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
IWineD3DSurface_AddRef(This->stencilBufferTarget);
}
hr = This->shader_backend->shader_alloc_private(iface);
if(FAILED(hr)) {
TRACE("Shader private data couldn't be allocated\n");
goto err_out;
}
/* Set up some starting GL setup */
ENTER_GL();
@ -2147,6 +2151,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
return WINED3D_OK;
err_out:
This->shader_backend->shader_free_private(iface);
HeapFree(GetProcessHeap(), 0, This->render_targets);
HeapFree(GetProcessHeap(), 0, This->fbo_color_attachments);
HeapFree(GetProcessHeap(), 0, This->draw_buffers);
@ -2212,6 +2217,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_D
IWineD3DDevice_SetTexture(iface, WINED3DVERTEXTEXTURESAMPLER0 + sampler, NULL);
}
/* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
* private data, it might contain opengl pointers
*/
This->shader_backend->shader_destroy_depth_blt(iface);
This->shader_backend->shader_free_private(iface);
/* Release the update stateblock */
if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
if(This->updateStateBlock != This->stateBlock)

View File

@ -3213,12 +3213,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
object->devType = DeviceType;
select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
object->shader_backend = select_shader_backend(Adapter, DeviceType); if(FAILED(object->shader_backend->shader_alloc_private((IWineD3DDevice *) object))) {
IWineD3D_Release(object->wineD3D);
HeapFree(GetProcessHeap(), 0, object);
*ppReturnedDeviceInterface = NULL;
return E_OUTOFMEMORY;
}
object->shader_backend = select_shader_backend(Adapter, DeviceType);
/* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
* model can deal with that. It is essentially the same, just with adjusted