wined3d: Simplify wined3d_context_destroy().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2302,7 +2302,6 @@ BOOL wined3d_adapter_gl_create_context(struct wined3d_context *context,
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void wined3d_context_destroy(struct wined3d_context *context)
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{
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struct wined3d_device *device = context->device;
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BOOL destroy;
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TRACE("Destroying ctx %p\n", context);
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@ -2320,28 +2319,27 @@ void wined3d_context_destroy(struct wined3d_context *context)
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return;
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}
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if (context->tid == GetCurrentThreadId() || !context->current)
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{
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context_destroy_gl_resources(context);
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TlsSetValue(wined3d_context_tls_idx, NULL);
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destroy = TRUE;
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}
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else
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{
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/* Make a copy of gl_info for context_destroy_gl_resources use, the one
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in wined3d_adapter may go away in the meantime */
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struct wined3d_gl_info *gl_info = heap_alloc(sizeof(*gl_info));
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*gl_info = *context->gl_info;
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context->gl_info = gl_info;
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context->destroyed = 1;
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destroy = FALSE;
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}
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device->shader_backend->shader_free_context_data(context);
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device->adapter->fragment_pipe->free_context_data(context);
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heap_free(context->texture_type);
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device_context_remove(device, context);
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if (destroy)
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if (context->current && context->tid != GetCurrentThreadId())
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{
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struct wined3d_gl_info *gl_info;
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/* Make a copy of gl_info for context_destroy_gl_resources() use, the
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* one in wined3d_adapter may go away in the meantime. */
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gl_info = heap_alloc(sizeof(*gl_info));
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*gl_info = *context->gl_info;
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context->gl_info = gl_info;
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context->destroyed = 1;
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return;
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}
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context_destroy_gl_resources(context);
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TlsSetValue(wined3d_context_tls_idx, NULL);
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heap_free(context);
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}
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