wined3d: Decrement reference count and take the lock atomically for cached objects.
Samplers, blend states, rasterizer states and depth stencil states can be retrieved from the cache in struct d3d_device even after the reference count reaches zero, causing memory corruption. 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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@ -34,13 +34,12 @@ ULONG CDECL wined3d_sampler_incref(struct wined3d_sampler *sampler)
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ULONG CDECL wined3d_sampler_decref(struct wined3d_sampler *sampler)
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{
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ULONG refcount = InterlockedDecrement(&sampler->refcount);
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ULONG refcount = wined3d_atomic_decrement_mutex_lock(&sampler->refcount);
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TRACE("%p decreasing refcount to %u.\n", sampler, refcount);
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if (!refcount)
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{
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wined3d_mutex_lock();
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sampler->parent_ops->wined3d_object_destroyed(sampler->parent);
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sampler->device->adapter->adapter_ops->adapter_destroy_sampler(sampler);
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wined3d_mutex_unlock();
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@ -51,14 +51,13 @@ static void wined3d_blend_state_destroy_object(void *object)
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ULONG CDECL wined3d_blend_state_decref(struct wined3d_blend_state *state)
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{
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ULONG refcount = InterlockedDecrement(&state->refcount);
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ULONG refcount = wined3d_atomic_decrement_mutex_lock(&state->refcount);
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struct wined3d_device *device = state->device;
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TRACE("%p decreasing refcount to %u.\n", state, refcount);
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if (!refcount)
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{
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wined3d_mutex_lock();
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state->parent_ops->wined3d_object_destroyed(state->parent);
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wined3d_cs_destroy_object(device->cs, wined3d_blend_state_destroy_object, state);
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wined3d_mutex_unlock();
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@ -127,14 +126,13 @@ static void wined3d_depth_stencil_state_destroy_object(void *object)
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ULONG CDECL wined3d_depth_stencil_state_decref(struct wined3d_depth_stencil_state *state)
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{
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ULONG refcount = InterlockedDecrement(&state->refcount);
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ULONG refcount = wined3d_atomic_decrement_mutex_lock(&state->refcount);
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struct wined3d_device *device = state->device;
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TRACE("%p decreasing refcount to %u.\n", state, refcount);
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if (!refcount)
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{
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wined3d_mutex_lock();
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state->parent_ops->wined3d_object_destroyed(state->parent);
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wined3d_cs_destroy_object(device->cs, wined3d_depth_stencil_state_destroy_object, state);
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wined3d_mutex_unlock();
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@ -192,14 +190,13 @@ static void wined3d_rasterizer_state_destroy_object(void *object)
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ULONG CDECL wined3d_rasterizer_state_decref(struct wined3d_rasterizer_state *state)
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{
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ULONG refcount = InterlockedDecrement(&state->refcount);
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ULONG refcount = wined3d_atomic_decrement_mutex_lock(&state->refcount);
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struct wined3d_device *device = state->device;
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TRACE("%p decreasing refcount to %u.\n", state, refcount);
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if (!refcount)
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{
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wined3d_mutex_lock();
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state->parent_ops->wined3d_object_destroyed(state->parent);
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wined3d_cs_destroy_object(device->cs, wined3d_rasterizer_state_destroy_object, state);
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wined3d_mutex_unlock();
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@ -4155,6 +4155,26 @@ const char *wined3d_debug_view_desc(const struct wined3d_view_desc *d,
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const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
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const char *wined3d_debug_vkresult(VkResult vr) DECLSPEC_HIDDEN;
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static inline ULONG wined3d_atomic_decrement_mutex_lock(volatile LONG *refcount)
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{
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ULONG count, old_count = *refcount;
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do
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{
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if ((count = old_count) == 1)
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{
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wined3d_mutex_lock();
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count = InterlockedDecrement(refcount);
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if (count) wined3d_mutex_unlock();
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return count;
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}
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old_count = InterlockedCompareExchange(refcount, count - 1, count);
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}
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while (old_count != count);
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return count - 1;
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}
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struct wined3d_client_resource
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{
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/* The resource's persistently mapped address, which we may use to perform
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