d3d11: Do not keep reference to resources.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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0ce7d71c46
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@ -2755,7 +2755,7 @@ static void test_create_depthstencil_view(void)
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hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)texture, current_desc, &dsview);
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ok(SUCCEEDED(hr), "Test %u: Failed to create depth stencil view, hr %#x.\n", i, hr);
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refcount = get_refcount((IUnknown *)texture);
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todo_wine ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount);
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ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount);
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hr = ID3D11DepthStencilView_QueryInterface(dsview, &IID_ID3D10DepthStencilView, (void **)&iface);
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ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
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@ -3119,7 +3119,7 @@ static void test_create_rendertarget_view(void)
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hr = ID3D11Device_CreateRenderTargetView(device, texture, current_desc, &rtview);
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ok(SUCCEEDED(hr), "Test %u: Failed to create render target view, hr %#x.\n", i, hr);
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refcount = get_refcount((IUnknown *)texture);
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todo_wine ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount);
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ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount);
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hr = ID3D11RenderTargetView_QueryInterface(rtview, &IID_ID3D10RenderTargetView, (void **)&iface);
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ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
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@ -3478,7 +3478,7 @@ static void test_create_shader_resource_view(void)
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hr = ID3D11Device_CreateShaderResourceView(device, texture, current_desc, &srview);
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ok(SUCCEEDED(hr), "Test %u: Failed to create a shader resource view, hr %#x.\n", i, hr);
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refcount = get_refcount((IUnknown *)texture);
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todo_wine ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount);
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ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount);
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hr = ID3D11ShaderResourceView_QueryInterface(srview, &IID_ID3D10ShaderResourceView, (void **)&iface);
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ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
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@ -8164,7 +8164,7 @@ static void test_swapchain_views(void)
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context = test_context.immediate_context;
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refcount = get_refcount((IUnknown *)test_context.backbuffer);
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todo_wine ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
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ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
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draw_color_quad(&test_context, &color);
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check_texture_color(test_context.backbuffer, 0xff7f4c33, 1);
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@ -8177,7 +8177,7 @@ static void test_swapchain_views(void)
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ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
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refcount = get_refcount((IUnknown *)test_context.backbuffer);
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todo_wine ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
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ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
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draw_color_quad(&test_context, &color);
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todo_wine check_texture_color(test_context.backbuffer, 0xffbc957c, 1);
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@ -10396,7 +10396,7 @@ static void test_create_unordered_access_view(void)
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hr = ID3D11Device_CreateUnorderedAccessView(device, texture, current_desc, &uav);
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ok(SUCCEEDED(hr), "Test %u: Failed to create unordered access view, hr %#x.\n", i, hr);
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refcount = get_refcount((IUnknown *)texture);
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todo_wine ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount);
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ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount);
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memset(&uav_desc, 0, sizeof(uav_desc));
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ID3D11UnorderedAccessView_GetDesc(uav, &uav_desc);
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@ -996,7 +996,6 @@ static ULONG STDMETHODCALLTYPE d3d11_depthstencil_view_Release(ID3D11DepthStenci
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{
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wined3d_mutex_lock();
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wined3d_rendertarget_view_decref(view->wined3d_view);
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ID3D11Resource_Release(view->resource);
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ID3D11Device_Release(view->device);
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wined3d_private_store_cleanup(&view->private_store);
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wined3d_mutex_unlock();
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@ -1312,7 +1311,6 @@ static HRESULT d3d_depthstencil_view_init(struct d3d_depthstencil_view *view, st
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wined3d_private_store_init(&view->private_store);
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wined3d_mutex_unlock();
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view->resource = resource;
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ID3D11Resource_AddRef(resource);
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view->device = &device->ID3D11Device_iface;
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ID3D11Device_AddRef(view->device);
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@ -1419,7 +1417,6 @@ static ULONG STDMETHODCALLTYPE d3d11_rendertarget_view_Release(ID3D11RenderTarge
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{
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wined3d_mutex_lock();
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wined3d_rendertarget_view_decref(view->wined3d_view);
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ID3D11Resource_Release(view->resource);
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ID3D11Device_Release(view->device);
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wined3d_private_store_cleanup(&view->private_store);
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wined3d_mutex_unlock();
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@ -1740,7 +1737,6 @@ static HRESULT d3d_rendertarget_view_init(struct d3d_rendertarget_view *view, st
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wined3d_private_store_init(&view->private_store);
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wined3d_mutex_unlock();
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view->resource = resource;
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ID3D11Resource_AddRef(resource);
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view->device = &device->ID3D11Device_iface;
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ID3D11Device_AddRef(view->device);
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@ -1848,7 +1844,6 @@ static ULONG STDMETHODCALLTYPE d3d11_shader_resource_view_Release(ID3D11ShaderRe
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{
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wined3d_mutex_lock();
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wined3d_shader_resource_view_decref(view->wined3d_view);
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ID3D11Resource_Release(view->resource);
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ID3D11Device_Release(view->device);
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wined3d_private_store_cleanup(&view->private_store);
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wined3d_mutex_unlock();
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@ -2221,7 +2216,6 @@ static HRESULT d3d_shader_resource_view_init(struct d3d_shader_resource_view *vi
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wined3d_private_store_init(&view->private_store);
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wined3d_mutex_unlock();
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view->resource = resource;
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ID3D11Resource_AddRef(resource);
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view->device = &device->ID3D11Device_iface;
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ID3D11Device_AddRef(view->device);
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@ -2314,7 +2308,6 @@ static ULONG STDMETHODCALLTYPE d3d11_unordered_access_view_Release(ID3D11Unorder
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{
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wined3d_mutex_lock();
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wined3d_unordered_access_view_decref(view->wined3d_view);
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ID3D11Resource_Release(view->resource);
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ID3D11Device_Release(view->device);
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wined3d_private_store_cleanup(&view->private_store);
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wined3d_mutex_unlock();
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@ -2510,7 +2503,7 @@ static HRESULT d3d11_unordered_access_view_init(struct d3d11_unordered_access_vi
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wined3d_private_store_init(&view->private_store);
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wined3d_mutex_unlock();
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ID3D11Resource_AddRef(view->resource = resource);
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view->resource = resource;
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ID3D11Device_AddRef(view->device = &device->ID3D11Device_iface);
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return S_OK;
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