wined3d: Activate a different context if the active render target is destroyed.
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762e227994
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@ -247,6 +247,38 @@ ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
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if (ref == 0) {
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->resource.wineD3DDevice;
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TRACE("(%p) : cleaning up\n", This);
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if(iface == device->lastActiveRenderTarget) {
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IWineD3DSwapChainImpl *swapchain = device->swapchains ? (IWineD3DSwapChainImpl *) device->swapchains[0] : NULL;
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TRACE("Last active render target destroyed\n");
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/* Find a replacement surface for the currently active back buffer. The context manager does not do NULL
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* checks, so switch to a valid target as long as the currently set surface is still valid. Use the
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* surface of the implicit swpchain. If that is the same as the destroyed surface the device is destroyed
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* and the lastActiveRenderTarget member shouldn't matter
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*/
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if(swapchain) {
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if(swapchain->backBuffer && swapchain->backBuffer[0] != iface) {
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TRACE("Activating primary back buffer\n");
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ActivateContext(device, swapchain->backBuffer[0], CTXUSAGE_RESOURCELOAD);
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} else if(!swapchain->backBuffer && swapchain->frontBuffer != iface) {
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/* Single buffering environment */
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TRACE("Activating primary front buffer\n");
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ActivateContext(device, swapchain->frontBuffer, CTXUSAGE_RESOURCELOAD);
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} else {
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TRACE("Device is beeing destroyed, setting lastActiveRenderTarget = 0xdeadbabe\n");
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/* Implicit render target destroyed, that means the device is beeing destroyed
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* whatever we set here, it shouldn't matter
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*/
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device->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadbabe;
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}
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} else {
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/* May happen during ddraw uninitialization */
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TRACE("Render target set, but swapchain does not exist!\n");
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device->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadcafe;
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}
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}
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if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
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ENTER_GL();
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TRACE("Deleting texture %d\n", This->glDescription.textureName);
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@ -269,10 +301,6 @@ ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
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if(iface == device->ddraw_primary)
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device->ddraw_primary = NULL;
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if(iface == device->lastActiveRenderTarget) {
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device->lastActiveRenderTarget = NULL;
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}
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TRACE("(%p) Released\n", This);
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HeapFree(GetProcessHeap(), 0, This);
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