wined3d: Cleanup device_resource_released().
In particular, releasing a resource that's in use by the device or the stateblock is always an internal error in either wined3d or the relevant wined3d client library.
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@ -6538,100 +6538,102 @@ static void device_resource_remove(IWineD3DDeviceImpl *This, IWineD3DResource *r
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list_remove(&((IWineD3DResourceImpl *) resource)->resource.resource_list_entry);
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}
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void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource)
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void device_resource_released(IWineD3DDeviceImpl *device, IWineD3DResource *resource)
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{
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WINED3DRESOURCETYPE type = IWineD3DResource_GetType(resource);
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int counter;
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unsigned int i;
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TRACE("(%p) : resource %p\n", This, resource);
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TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
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context_resource_released(This, resource, type);
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context_resource_released(device, resource, type);
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switch (type) {
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/* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
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case WINED3DRTYPE_SURFACE: {
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unsigned int i;
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switch (type)
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{
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case WINED3DRTYPE_SURFACE:
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if (!device->d3d_initialized) break;
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if (This->d3d_initialized)
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for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
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{
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for (i = 0; i < This->adapter->gl_info.limits.buffers; ++i)
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if (device->render_targets[i] == (IWineD3DSurfaceImpl *)resource)
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{
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if (This->render_targets[i] == (IWineD3DSurfaceImpl *)resource)
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This->render_targets[i] = NULL;
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ERR("Surface %p is still in use as render target %u.\n", resource, i);
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device->render_targets[i] = NULL;
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}
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if (This->depth_stencil == (IWineD3DSurfaceImpl *)resource)
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This->depth_stencil = NULL;
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}
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if (device->depth_stencil == (IWineD3DSurfaceImpl *)resource)
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{
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ERR("Surface %p is still in use as depth/stencil buffer.\n", resource);
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device->depth_stencil = NULL;
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}
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break;
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}
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case WINED3DRTYPE_TEXTURE:
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case WINED3DRTYPE_CUBETEXTURE:
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case WINED3DRTYPE_VOLUMETEXTURE:
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for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
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if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
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WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
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This->stateBlock->textures[counter] = NULL;
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}
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if (This->updateStateBlock != This->stateBlock ){
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if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
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WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
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This->updateStateBlock->textures[counter] = NULL;
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}
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}
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for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
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{
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if (device->stateBlock && device->stateBlock->textures[i] == (IWineD3DBaseTexture *)resource)
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{
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ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
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resource, device->stateBlock, i);
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device->stateBlock->textures[i] = NULL;
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}
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break;
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case WINED3DRTYPE_VOLUME:
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/* TODO: nothing really? */
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break;
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if (device->updateStateBlock != device->stateBlock
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&& device->updateStateBlock->textures[i] == (IWineD3DBaseTexture *)resource)
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{
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ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
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resource, device->updateStateBlock, i);
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device->updateStateBlock->textures[i] = NULL;
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}
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}
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break;
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case WINED3DRTYPE_BUFFER:
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{
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int streamNumber;
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TRACE("Cleaning up stream pointers\n");
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for (i = 0; i < MAX_STREAMS; ++i)
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{
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if (device->stateBlock && device->stateBlock->streamSource[i] == (IWineD3DBuffer *)resource)
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{
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ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
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resource, device->stateBlock, i);
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device->stateBlock->streamSource[i] = NULL;
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}
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for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
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/* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
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FINDOUT: should changes.streamSource[StreamNumber] be set ?
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*/
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if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
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if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
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FIXME("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
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This->updateStateBlock->streamSource[streamNumber] = 0;
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/* Set changed flag? */
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}
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}
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if (This->stateBlock != NULL ) { /* only happens if there is an error in the application, or on reset/release (because we don't manage internal tracking properly) */
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if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
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TRACE("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
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This->stateBlock->streamSource[streamNumber] = 0;
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}
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if (device->updateStateBlock != device->stateBlock
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&& device->updateStateBlock->streamSource[i] == (IWineD3DBuffer *)resource)
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{
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ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
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resource, device->updateStateBlock, i);
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device->updateStateBlock->streamSource[i] = NULL;
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}
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}
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if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
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if (This->updateStateBlock->pIndexData == (IWineD3DBuffer *)resource) {
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This->updateStateBlock->pIndexData = NULL;
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}
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if (device->stateBlock && device->stateBlock->pIndexData == (IWineD3DBuffer *)resource)
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{
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ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
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resource, device->stateBlock);
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device->stateBlock->pIndexData = NULL;
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}
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if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
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if (This->stateBlock->pIndexData == (IWineD3DBuffer *)resource) {
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This->stateBlock->pIndexData = NULL;
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}
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if (device->updateStateBlock != device->stateBlock
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&& device->updateStateBlock->pIndexData == (IWineD3DBuffer *)resource)
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{
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ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
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resource, device->updateStateBlock);
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device->updateStateBlock->pIndexData = NULL;
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}
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}
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break;
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break;
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default:
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FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
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break;
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break;
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}
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/* Remove the resource from the resourceStore */
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device_resource_remove(This, resource);
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TRACE("Resource released\n");
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device_resource_remove(device, resource);
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TRACE("Resource released.\n");
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}
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static HRESULT WINAPI IWineD3DDeviceImpl_EnumResources(IWineD3DDevice *iface, D3DCB_ENUMRESOURCES pCallback, void *pData) {
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