d3d8: Don't grab wined3d lock in surface AddRef/Release().
Signed-off-by: Jan Sikorski <jsikorski@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -66,11 +66,9 @@ static ULONG WINAPI d3d8_surface_AddRef(IDirect3DSurface8 *iface)
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{
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if (surface->parent_device)
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IDirect3DDevice8_AddRef(surface->parent_device);
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wined3d_mutex_lock();
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if (surface->wined3d_rtv)
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wined3d_rendertarget_view_incref(surface->wined3d_rtv);
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wined3d_texture_incref(surface->wined3d_texture);
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wined3d_mutex_unlock();
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}
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return refcount;
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@ -102,11 +100,9 @@ static ULONG WINAPI d3d8_surface_Release(IDirect3DSurface8 *iface)
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{
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IDirect3DDevice8 *parent_device = surface->parent_device;
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wined3d_mutex_lock();
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if (surface->wined3d_rtv)
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wined3d_rendertarget_view_decref(surface->wined3d_rtv);
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wined3d_texture_decref(surface->wined3d_texture);
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wined3d_mutex_unlock();
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if (parent_device)
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IDirect3DDevice8_Release(parent_device);
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