wined3d: Pass an IWineD3DDeviceImpl pointer to delete_opengl_contexts().
This commit is contained in:
parent
e5d1a0c72d
commit
7e0909d058
|
@ -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;
|
||||
|
|
Loading…
Reference in New Issue