wined3d: Merge the texture cleanup functions.
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d30d9d5e49
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96a8417a21
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@ -78,6 +78,19 @@ HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, const struct wined3d_
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void basetexture_cleanup(IWineD3DBaseTextureImpl *texture)
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{
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UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
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UINT i;
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TRACE("texture %p.\n", texture);
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for (i = 0; i < sub_count; ++i)
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{
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struct wined3d_resource *sub_resource = texture->baseTexture.sub_resources[i];
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if (sub_resource)
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texture->baseTexture.texture_ops->texture_sub_resource_cleanup(sub_resource);
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}
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basetexture_unload(texture);
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HeapFree(GetProcessHeap(), 0, texture->baseTexture.sub_resources);
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resource_cleanup(&texture->resource);
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@ -141,6 +141,19 @@ static void cubetexture_sub_resource_add_dirty_region(struct wined3d_resource *s
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surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region);
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}
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static void cubetexture_sub_resource_cleanup(struct wined3d_resource *sub_resource)
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{
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IWineD3DSurfaceImpl *surface = surface_from_resource(sub_resource);
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/* Clean out the texture name we gave to the surface so that the
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* surface doesn't try and release it. */
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surface_set_texture_name(surface, 0, TRUE);
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surface_set_texture_name(surface, 0, FALSE);
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surface_set_texture_target(surface, 0);
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surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
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IWineD3DSurface_Release((IWineD3DSurface *)surface);
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}
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/* Do not call while under the GL lock. */
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static void cubetexture_unload(struct wined3d_resource *resource)
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{
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@ -168,6 +181,7 @@ static const struct wined3d_texture_ops cubetexture_ops =
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cubetexture_bind,
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cubetexture_preload,
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cubetexture_sub_resource_add_dirty_region,
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cubetexture_sub_resource_cleanup,
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};
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static const struct wined3d_resource_ops cubetexture_resource_ops =
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@ -175,33 +189,6 @@ static const struct wined3d_resource_ops cubetexture_resource_ops =
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cubetexture_unload,
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};
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static void cubetexture_cleanup(IWineD3DBaseTextureImpl *This)
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{
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UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
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UINT i;
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TRACE("(%p) : Cleaning up.\n", This);
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for (i = 0; i < sub_count; ++i)
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{
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struct wined3d_resource *sub_resource = This->baseTexture.sub_resources[i];
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if (sub_resource)
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{
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IWineD3DSurfaceImpl *surface = surface_from_resource(sub_resource);
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/* Clean out the texture name we gave to the surface so that the
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* surface doesn't try and release it. */
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surface_set_texture_name(surface, 0, TRUE);
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surface_set_texture_name(surface, 0, FALSE);
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surface_set_texture_target(surface, 0);
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surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
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IWineD3DSurface_Release((IWineD3DSurface *)surface);
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}
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}
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basetexture_cleanup((IWineD3DBaseTextureImpl *)This);
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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@ -235,7 +222,7 @@ static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DBaseTexture *iface)
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ref = InterlockedDecrement(&This->resource.ref);
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if (!ref)
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{
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cubetexture_cleanup(This);
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basetexture_cleanup(This);
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This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
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HeapFree(GetProcessHeap(), 0, This);
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}
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@ -466,7 +453,7 @@ HRESULT cubetexture_init(IWineD3DBaseTextureImpl *texture, UINT edge_length, UIN
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if (FAILED(hr))
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{
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FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
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cubetexture_cleanup(texture);
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basetexture_cleanup(texture);
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return hr;
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}
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@ -165,6 +165,19 @@ static void texture_sub_resource_add_dirty_region(struct wined3d_resource *sub_r
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surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region);
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}
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static void texture_sub_resource_cleanup(struct wined3d_resource *sub_resource)
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{
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IWineD3DSurfaceImpl *surface = surface_from_resource(sub_resource);
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/* Clean out the texture name we gave to the surface so that the
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* surface doesn't try and release it */
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surface_set_texture_name(surface, 0, TRUE);
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surface_set_texture_name(surface, 0, FALSE);
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surface_set_texture_target(surface, 0);
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surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
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IWineD3DSurface_Release((IWineD3DSurface *)surface);
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}
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/* Do not call while under the GL lock. */
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static void texture_unload(struct wined3d_resource *resource)
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{
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@ -191,6 +204,7 @@ static const struct wined3d_texture_ops texture_ops =
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texture_bind,
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texture_preload,
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texture_sub_resource_add_dirty_region,
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texture_sub_resource_cleanup,
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};
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static const struct wined3d_resource_ops texture_resource_ops =
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@ -198,34 +212,6 @@ static const struct wined3d_resource_ops texture_resource_ops =
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texture_unload,
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};
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static void texture_cleanup(IWineD3DBaseTextureImpl *This)
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{
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unsigned int i;
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TRACE("(%p) : Cleaning up\n", This);
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for (i = 0; i < This->baseTexture.level_count; ++i)
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{
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struct wined3d_resource *sub_resource = This->baseTexture.sub_resources[i];
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if (sub_resource)
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{
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IWineD3DSurfaceImpl *surface = surface_from_resource(sub_resource);
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/* Clean out the texture name we gave to the surface so that the
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* surface doesn't try and release it */
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surface_set_texture_name(surface, 0, TRUE);
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surface_set_texture_name(surface, 0, FALSE);
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surface_set_texture_target(surface, 0);
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surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
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IWineD3DSurface_Release((IWineD3DSurface *)surface);
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}
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}
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TRACE("(%p) : Cleaning up base texture\n", This);
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basetexture_cleanup((IWineD3DBaseTextureImpl *)This);
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}
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static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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@ -259,7 +245,7 @@ static ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DBaseTexture *iface)
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ref = InterlockedDecrement(&This->resource.ref);
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if (!ref)
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{
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texture_cleanup(This);
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basetexture_cleanup(This);
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This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
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HeapFree(GetProcessHeap(), 0, This);
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}
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@ -531,7 +517,7 @@ HRESULT texture_init(IWineD3DBaseTextureImpl *texture, UINT width, UINT height,
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if (FAILED(hr))
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{
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FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
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texture_cleanup(texture);
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basetexture_cleanup(texture);
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return hr;
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}
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@ -89,6 +89,15 @@ static void volumetexture_sub_resource_add_dirty_region(struct wined3d_resource
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volume_add_dirty_box(volume_from_resource(sub_resource), dirty_region);
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}
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static void volumetexture_sub_resource_cleanup(struct wined3d_resource *sub_resource)
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{
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IWineD3DVolumeImpl *volume = volume_from_resource(sub_resource);
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/* Cleanup the container. */
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volume_set_container(volume, NULL);
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IWineD3DVolume_Release((IWineD3DVolume *)volume);
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}
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/* Do not call while under the GL lock. */
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static void volumetexture_unload(struct wined3d_resource *resource)
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{
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@ -111,6 +120,7 @@ static const struct wined3d_texture_ops volumetexture_ops =
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volumetexture_bind,
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volumetexture_preload,
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volumetexture_sub_resource_add_dirty_region,
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volumetexture_sub_resource_cleanup,
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};
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static const struct wined3d_resource_ops volumetexture_resource_ops =
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@ -118,32 +128,6 @@ static const struct wined3d_resource_ops volumetexture_resource_ops =
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volumetexture_unload,
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};
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static void volumetexture_cleanup(IWineD3DBaseTextureImpl *This)
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{
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unsigned int i;
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TRACE("(%p) : Cleaning up.\n", This);
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for (i = 0; i < This->baseTexture.level_count; ++i)
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{
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struct wined3d_resource *sub_resource = This->baseTexture.sub_resources[i];
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if (sub_resource)
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{
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IWineD3DVolumeImpl *volume = volume_from_resource(sub_resource);
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/* Cleanup the container. */
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volume_set_container(volume, NULL);
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IWineD3DVolume_Release((IWineD3DVolume *)volume);
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}
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}
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basetexture_cleanup((IWineD3DBaseTextureImpl *)This);
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}
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/* *******************************************
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IWineD3DTexture IUnknown parts follow
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******************************************* */
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static HRESULT WINAPI IWineD3DVolumeTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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@ -177,7 +161,7 @@ static ULONG WINAPI IWineD3DVolumeTextureImpl_Release(IWineD3DBaseTexture *iface
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ref = InterlockedDecrement(&This->resource.ref);
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if (!ref)
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{
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volumetexture_cleanup(This);
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basetexture_cleanup(This);
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This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
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HeapFree(GetProcessHeap(), 0, This);
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}
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@ -381,7 +365,7 @@ HRESULT volumetexture_init(IWineD3DBaseTextureImpl *texture, UINT width, UINT he
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if (FAILED(hr))
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{
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ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
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volumetexture_cleanup(texture);
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basetexture_cleanup(texture);
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return hr;
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}
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@ -1890,6 +1890,7 @@ struct wined3d_texture_ops
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void (*texture_preload)(struct IWineD3DBaseTextureImpl *texture, enum WINED3DSRGB srgb);
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void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
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const WINED3DBOX *dirty_region);
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void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
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};
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typedef struct IWineD3DBaseTextureClass
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