wined3d: Don't leak texture in wined3d_unordered_access_view_destroy_object().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -673,7 +673,21 @@ ULONG CDECL wined3d_unordered_access_view_incref(struct wined3d_unordered_access
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static void wined3d_unordered_access_view_destroy_object(void *object)
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{
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HeapFree(GetProcessHeap(), 0, object);
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struct wined3d_unordered_access_view *view = object;
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if (view->gl_view.name)
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{
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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context = context_acquire(view->resource->device, NULL, 0);
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gl_info = context->gl_info;
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gl_info->gl_ops.gl.p_glDeleteTextures(1, &view->gl_view.name);
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checkGLcall("glDeleteTextures");
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context_release(context);
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}
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HeapFree(GetProcessHeap(), 0, view);
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}
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ULONG CDECL wined3d_unordered_access_view_decref(struct wined3d_unordered_access_view *view)
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