wined3d: Only try to acquire a context in surface_cleanup() if there are GL resources to be destroyed.

The reason we're in surface_cleanup() might for example be that context
creation failed.
This commit is contained in:
Henri Verbeet 2010-08-04 11:10:26 +02:00 committed by Alexandre Julliard
parent 43a86d1e56
commit 2b88b2d351
1 changed files with 32 additions and 36 deletions

View File

@ -36,45 +36,43 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d);
static void surface_cleanup(IWineD3DSurfaceImpl *This) static void surface_cleanup(IWineD3DSurfaceImpl *This)
{ {
IWineD3DDeviceImpl *device = This->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct wined3d_context *context = NULL;
renderbuffer_entry_t *entry, *entry2;
TRACE("(%p) : Cleaning up.\n", This); TRACE("(%p) : Cleaning up.\n", This);
/* Need a context to destroy the texture. Use the currently active render if (This->texture_name || (This->Flags & SFLAG_PBO) || !list_empty(&This->renderbuffers))
* target, but only if the primary render target exists. Otherwise
* lastActiveRenderTarget is garbage. When destroying the primary render
* target, Uninit3D() will activate a context before doing anything. */
if (device->render_targets && device->render_targets[0])
{ {
context = context_acquire(device, NULL); const struct wined3d_gl_info *gl_info;
renderbuffer_entry_t *entry, *entry2;
struct wined3d_context *context;
context = context_acquire(This->resource.device, NULL);
gl_info = context->gl_info;
ENTER_GL();
if (This->texture_name)
{
TRACE("Deleting texture %u.\n", This->texture_name);
glDeleteTextures(1, &This->texture_name);
}
if (This->Flags & SFLAG_PBO)
{
TRACE("Deleting PBO %u.\n", This->pbo);
GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
}
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
{
TRACE("Deleting renderbuffer %u.\n", entry->id);
gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
HeapFree(GetProcessHeap(), 0, entry);
}
LEAVE_GL();
context_release(context);
} }
ENTER_GL();
if (This->texture_name)
{
/* Release the OpenGL texture. */
TRACE("Deleting texture %u.\n", This->texture_name);
glDeleteTextures(1, &This->texture_name);
}
if (This->Flags & SFLAG_PBO)
{
/* Delete the PBO. */
GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
}
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
{
gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
HeapFree(GetProcessHeap(), 0, entry);
}
LEAVE_GL();
if (This->Flags & SFLAG_DIBSECTION) if (This->Flags & SFLAG_DIBSECTION)
{ {
/* Release the DC. */ /* Release the DC. */
@ -92,8 +90,6 @@ static void surface_cleanup(IWineD3DSurfaceImpl *This)
HeapFree(GetProcessHeap(), 0, This->palette9); HeapFree(GetProcessHeap(), 0, This->palette9);
resource_cleanup((IWineD3DResource *)This); resource_cleanup((IWineD3DResource *)This);
if (context) context_release(context);
} }
UINT surface_calculate_size(const struct wined3d_format_desc *format_desc, UINT alignment, UINT width, UINT height) UINT surface_calculate_size(const struct wined3d_format_desc *format_desc, UINT alignment, UINT width, UINT height)