wined3d: Pass an IWineD3DDeviceImpl pointer to delete_opengl_contexts().

This commit is contained in:
Henri Verbeet 2011-01-04 17:42:01 +01:00 committed by Alexandre Julliard
parent e5d1a0c72d
commit 7e0909d058
1 changed files with 22 additions and 21 deletions

View File

@ -6172,45 +6172,46 @@ static BOOL is_display_mode_supported(IWineD3DDeviceImpl *This, const WINED3DPRE
}
/* Do not call while under the GL lock. */
static void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChainImpl *swapchain)
static void delete_opengl_contexts(IWineD3DDeviceImpl *device, IWineD3DSwapChainImpl *swapchain)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
IWineD3DBaseShaderImpl *shader;
context = context_acquire(This, NULL);
context = context_acquire(device, NULL);
gl_info = context->gl_info;
IWineD3DDevice_EnumResources(iface, reset_unload_resources, NULL);
LIST_FOR_EACH_ENTRY(shader, &This->shaders, IWineD3DBaseShaderImpl, baseShader.shader_list_entry)
IWineD3DDevice_EnumResources((IWineD3DDevice *)device, reset_unload_resources, NULL);
LIST_FOR_EACH_ENTRY(shader, &device->shaders, IWineD3DBaseShaderImpl, baseShader.shader_list_entry)
{
This->shader_backend->shader_destroy(shader);
device->shader_backend->shader_destroy(shader);
}
ENTER_GL();
if(This->depth_blt_texture) {
glDeleteTextures(1, &This->depth_blt_texture);
This->depth_blt_texture = 0;
if (device->depth_blt_texture)
{
glDeleteTextures(1, &device->depth_blt_texture);
device->depth_blt_texture = 0;
}
if (This->depth_blt_rb) {
gl_info->fbo_ops.glDeleteRenderbuffers(1, &This->depth_blt_rb);
This->depth_blt_rb = 0;
This->depth_blt_rb_w = 0;
This->depth_blt_rb_h = 0;
if (device->depth_blt_rb)
{
gl_info->fbo_ops.glDeleteRenderbuffers(1, &device->depth_blt_rb);
device->depth_blt_rb = 0;
device->depth_blt_rb_w = 0;
device->depth_blt_rb_h = 0;
}
LEAVE_GL();
This->blitter->free_private(This);
This->frag_pipe->free_private(This);
This->shader_backend->shader_free_private(This);
destroy_dummy_textures(This, gl_info);
device->blitter->free_private(device);
device->frag_pipe->free_private(device);
device->shader_backend->shader_free_private(device);
destroy_dummy_textures(device, gl_info);
context_release(context);
while (This->numContexts)
while (device->numContexts)
{
context_destroy(This, This->contexts[0]);
context_destroy(device, device->contexts[0]);
}
HeapFree(GetProcessHeap(), 0, swapchain->context);
swapchain->context = NULL;
@ -6387,7 +6388,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice *iface,
IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock);
IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->stateBlock);
delete_opengl_contexts(iface, swapchain);
delete_opengl_contexts(This, swapchain);
if(pPresentationParameters->Windowed) {
mode.Width = swapchain->orig_width;