d3dx9: Recognize the D3DXSPRITE_DO_NOT_ADDREF_TEXTURE flag.

This commit is contained in:
Tony Wasserka 2009-03-09 17:10:28 +01:00 committed by Alexandre Julliard
parent 02e43a5276
commit 3b9332a41d
1 changed files with 4 additions and 4 deletions

View File

@ -222,7 +222,6 @@ D3DXSPRITE_OBJECTSPACE: do not change device transforms
D3DXSPRITE_SORT_DEPTH_BACKTOFRONT: sort by position
D3DXSPRITE_SORT_DEPTH_FRONTTOBACK: sort by position
D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often)
D3DXSPRITE_DO_NOT_ADDREF_TEXTURE: don't call AddRef/Release on every Draw/Flush call
*/
if(This->vdecl==NULL) {
static const D3DVERTEXELEMENT9 elements[] =
@ -283,7 +282,8 @@ static HRESULT WINAPI ID3DXSpriteImpl_Draw(LPD3DXSPRITE iface, LPDIRECT3DTEXTURE
This->sprites=HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->sprites, This->allocated_sprites*sizeof(SPRITE));
}
This->sprites[This->sprite_count].texture=texture;
IUnknown_AddRef(texture);
if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
IDirect3DTexture9_AddRef(texture);
/* Reuse the texture desc if possible */
if(This->sprite_count) {
@ -381,8 +381,8 @@ static HRESULT WINAPI ID3DXSpriteImpl_Flush(LPD3DXSPRITE iface)
}
HeapFree(GetProcessHeap(), 0, vertices);
for(i=0;i<This->sprite_count;i++)
if(This->sprites[i].texture)
if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
for(i=0;i<This->sprite_count;i++)
IDirect3DTexture9_Release(This->sprites[i].texture);
This->sprite_count=0;