d3d11: Delay destroying shader resource view until it is no longer referenced.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2017-04-27 12:02:49 +02:00 committed by Alexandre Julliard
parent 2437e3559c
commit 668650335d
1 changed files with 26 additions and 4 deletions

View File

@ -1891,6 +1891,14 @@ static ULONG STDMETHODCALLTYPE d3d11_shader_resource_view_AddRef(ID3D11ShaderRes
TRACE("%p increasing refcount to %u.\n", view, refcount);
if (refcount == 1)
{
ID3D11Device_AddRef(view->device);
wined3d_mutex_lock();
wined3d_shader_resource_view_incref(view->wined3d_view);
wined3d_mutex_unlock();
}
return refcount;
}
@ -1903,12 +1911,13 @@ static ULONG STDMETHODCALLTYPE d3d11_shader_resource_view_Release(ID3D11ShaderRe
if (!refcount)
{
ID3D11Device *device = view->device;
wined3d_mutex_lock();
wined3d_shader_resource_view_decref(view->wined3d_view);
ID3D11Device_Release(view->device);
wined3d_private_store_cleanup(&view->private_store);
wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, view);
ID3D11Device_Release(device);
}
return refcount;
@ -2127,6 +2136,19 @@ static const struct ID3D10ShaderResourceView1Vtbl d3d10_shader_resource_view_vtb
d3d10_shader_resource_view_GetDesc1,
};
static void STDMETHODCALLTYPE d3d_shader_resource_view_wined3d_object_destroyed(void *parent)
{
struct d3d_shader_resource_view *view = parent;
wined3d_private_store_cleanup(&view->private_store);
HeapFree(GetProcessHeap(), 0, parent);
}
static const struct wined3d_parent_ops d3d_shader_resource_view_wined3d_parent_ops =
{
d3d_shader_resource_view_wined3d_object_destroyed,
};
static unsigned int wined3d_view_flags_from_d3d11_bufferex_flags(unsigned int d3d11_flags)
{
unsigned int wined3d_flags = d3d11_flags & WINED3D_VIEW_BUFFER_RAW;
@ -2267,7 +2289,7 @@ static HRESULT d3d_shader_resource_view_init(struct d3d_shader_resource_view *vi
}
if (FAILED(hr = wined3d_shader_resource_view_create(&wined3d_desc, wined3d_resource,
view, &d3d_null_wined3d_parent_ops, &view->wined3d_view)))
view, &d3d_shader_resource_view_wined3d_parent_ops, &view->wined3d_view)))
{
wined3d_mutex_unlock();
WARN("Failed to create wined3d shader resource view, hr %#x.\n", hr);