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>
This commit is contained in:
Jan Sikorski 2021-10-15 14:26:25 +02:00 committed by Alexandre Julliard
parent 0ceabaae80
commit 98e2fd376a
1 changed files with 0 additions and 4 deletions

View File

@ -66,11 +66,9 @@ static ULONG WINAPI d3d8_surface_AddRef(IDirect3DSurface8 *iface)
{
if (surface->parent_device)
IDirect3DDevice8_AddRef(surface->parent_device);
wined3d_mutex_lock();
if (surface->wined3d_rtv)
wined3d_rendertarget_view_incref(surface->wined3d_rtv);
wined3d_texture_incref(surface->wined3d_texture);
wined3d_mutex_unlock();
}
return refcount;
@ -102,11 +100,9 @@ static ULONG WINAPI d3d8_surface_Release(IDirect3DSurface8 *iface)
{
IDirect3DDevice8 *parent_device = surface->parent_device;
wined3d_mutex_lock();
if (surface->wined3d_rtv)
wined3d_rendertarget_view_decref(surface->wined3d_rtv);
wined3d_texture_decref(surface->wined3d_texture);
wined3d_mutex_unlock();
if (parent_device)
IDirect3DDevice8_Release(parent_device);