From 4a9304305ae2940288e9382926a6931dd46982d5 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Tue, 29 Mar 2016 16:45:33 +0200 Subject: [PATCH] wined3d: Simplify checking if the released resource is in use as a rendertarget in device_resource_released(). Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/device.c | 33 ++++++++++----------------------- 1 file changed, 10 insertions(+), 23 deletions(-) diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index cd392b318d4..8fe1da35a97 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -4970,37 +4970,24 @@ static void device_resource_remove(struct wined3d_device *device, struct wined3d void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) { enum wined3d_resource_type type = resource->type; + struct wined3d_rendertarget_view *rtv; unsigned int i; TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type)); context_resource_released(device, resource, type); + for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i) + { + if ((rtv = device->fb.render_targets[i]) && rtv->resource == resource) + ERR("Resource %p is still in use as render target %u.\n", resource, i); + } + + if ((rtv = device->fb.depth_stencil) && rtv->resource == resource) + ERR("Resource %p is still in use as depth/stencil buffer.\n", resource); + switch (type) { - case WINED3D_RTYPE_SURFACE: - { - struct wined3d_surface *surface = surface_from_resource(resource); - - if (!device->d3d_initialized) break; - - for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i) - { - if (wined3d_rendertarget_view_get_surface(device->fb.render_targets[i]) == surface) - { - ERR("Surface %p is still in use as render target %u.\n", surface, i); - device->fb.render_targets[i] = NULL; - } - } - - if (wined3d_rendertarget_view_get_surface(device->fb.depth_stencil) == surface) - { - ERR("Surface %p is still in use as depth/stencil buffer.\n", surface); - device->fb.depth_stencil = NULL; - } - } - break; - case WINED3D_RTYPE_TEXTURE_2D: case WINED3D_RTYPE_TEXTURE_3D: for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)