wined3d: Create the stateblock in Init3D.

This commit is contained in:
Stefan Dösinger 2007-07-22 23:09:11 +02:00 committed by Alexandre Julliard
parent 430239b470
commit 861767f036
2 changed files with 37 additions and 62 deletions

View File

@ -202,24 +202,6 @@ static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
/* NOTE: You must release the parent if the object was created via a callback /* NOTE: You must release the parent if the object was created via a callback
** ***************************/ ** ***************************/
/* Release the update stateblock */
if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
if(This->updateStateBlock != This->stateBlock)
FIXME("(%p) Something's still holding the Update stateblock\n",This);
}
This->updateStateBlock = NULL;
{ /* because were not doing proper internal refcounts releasing the primary state block
causes recursion with the extra checks in ResourceReleased, to avoid this we have
to set this->stateBlock = NULL; first */
IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
This->stateBlock = NULL;
/* Release the stateblock */
if(IWineD3DStateBlock_Release(stateBlock) > 0){
FIXME("(%p) Something's still holding the Update stateblock\n",This);
}
}
if (This->resources != NULL ) { if (This->resources != NULL ) {
FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This); FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
dumpResources(This->resources); dumpResources(This->resources);
@ -1809,6 +1791,24 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
/* TODO: Test if OpenGL is compiled in and loaded */ /* TODO: Test if OpenGL is compiled in and loaded */
TRACE("(%p) : Creating stateblock\n", This);
/* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */
hr = IWineD3DDevice_CreateStateBlock(iface,
WINED3DSBT_INIT,
(IWineD3DStateBlock **)&This->stateBlock,
NULL);
if (WINED3D_OK != hr) { /* Note: No parent needed for initial internal stateblock */
WARN("Failed to create stateblock\n");
return hr;
}
TRACE("(%p) : Created stateblock (%p)\n", This, This->stateBlock);
This->updateStateBlock = This->stateBlock;
IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
hr = allocate_shader_constants(This->updateStateBlock);
if (WINED3D_OK != hr)
return hr;
/* Initialize the texture unit mapping to a 1:1 mapping */ /* Initialize the texture unit mapping to a 1:1 mapping */
for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state) { for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state) {
if (state < GL_LIMITS(fragment_samplers)) { if (state < GL_LIMITS(fragment_samplers)) {
@ -1991,6 +1991,25 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_D
This->swapchains = NULL; This->swapchains = NULL;
This->NumberOfSwapChains = 0; This->NumberOfSwapChains = 0;
/* Release the update stateblock */
if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
if(This->updateStateBlock != This->stateBlock)
FIXME("(%p) Something's still holding the Update stateblock\n",This);
}
This->updateStateBlock = NULL;
{ /* because were not doing proper internal refcounts releasing the primary state block
causes recursion with the extra checks in ResourceReleased, to avoid this we have
to set this->stateBlock = NULL; first */
IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
This->stateBlock = NULL;
/* Release the stateblock */
if(IWineD3DStateBlock_Release(stateBlock) > 0){
FIXME("(%p) Something's still holding the Update stateblock\n",This);
}
}
This->d3d_initialized = FALSE; This->d3d_initialized = FALSE;
return WINED3D_OK; return WINED3D_OK;
} }

View File

@ -2416,7 +2416,6 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
IWineD3DDeviceImpl *object = NULL; IWineD3DDeviceImpl *object = NULL;
IWineD3DImpl *This = (IWineD3DImpl *)iface; IWineD3DImpl *This = (IWineD3DImpl *)iface;
HDC hDC; HDC hDC;
HRESULT temp_result;
int i; int i;
/* Validate the adapter number */ /* Validate the adapter number */
@ -2462,20 +2461,6 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
object->adapterNo = Adapter; object->adapterNo = Adapter;
object->devType = DeviceType; object->devType = DeviceType;
TRACE("(%p) : Creating stateblock\n", This);
/* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */
if (WINED3D_OK != IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)object,
WINED3DSBT_INIT,
(IWineD3DStateBlock **)&object->stateBlock,
NULL) || NULL == object->stateBlock) { /* Note: No parent needed for initial internal stateblock */
WARN("Failed to create stateblock\n");
goto create_device_error;
}
TRACE("(%p) : Created stateblock (%p)\n", This, object->stateBlock);
object->updateStateBlock = object->stateBlock;
IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)object->updateStateBlock);
/* Setup surfaces for the backbuffer, frontbuffer and depthstencil buffer */
select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode); select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
if (object->ps_selected_mode == SHADER_GLSL || object->vs_selected_mode == SHADER_GLSL) { if (object->ps_selected_mode == SHADER_GLSL || object->vs_selected_mode == SHADER_GLSL) {
object->shader_backend = &glsl_shader_backend; object->shader_backend = &glsl_shader_backend;
@ -2490,10 +2475,6 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
* TODO: move the functionality where it belongs */ * TODO: move the functionality where it belongs */
select_shader_max_constants(object->ps_selected_mode, object->vs_selected_mode, &GLINFO_LOCATION); select_shader_max_constants(object->ps_selected_mode, object->vs_selected_mode, &GLINFO_LOCATION);
temp_result = allocate_shader_constants(object->updateStateBlock);
if (WINED3D_OK != temp_result)
return temp_result;
object->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers)); object->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
object->fbo_color_attachments = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers)); object->fbo_color_attachments = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
object->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(GLenum) * GL_LIMITS(buffers)); object->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(GLenum) * GL_LIMITS(buffers));
@ -2512,31 +2493,6 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
list_init(&object->patches[i]); list_init(&object->patches[i]);
} }
return WINED3D_OK; return WINED3D_OK;
create_device_error:
/* Set the device state to error */
object->state = WINED3DERR_DRIVERINTERNALERROR;
if (object->updateStateBlock != NULL) {
IWineD3DStateBlock_Release((IWineD3DStateBlock *)object->updateStateBlock);
object->updateStateBlock = NULL;
}
if (object->stateBlock != NULL) {
IWineD3DStateBlock_Release((IWineD3DStateBlock *)object->stateBlock);
object->stateBlock = NULL;
}
if (object->render_targets[0] != NULL) {
IWineD3DSurface_Release(object->render_targets[0]);
object->render_targets[0] = NULL;
}
if (object->stencilBufferTarget != NULL) {
IWineD3DSurface_Release(object->stencilBufferTarget);
object->stencilBufferTarget = NULL;
}
HeapFree(GetProcessHeap(), 0, object);
*ppReturnedDeviceInterface = NULL;
return WINED3DERR_INVALIDCALL;
} }
#undef GLINFO_LOCATION #undef GLINFO_LOCATION