wined3d: Use wined3d_device_delete_opengl_contexts() in wined3d_device_uninit_3d().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2017-02-15 14:17:14 +01:00 committed by Alexandre Julliard
parent 274b091c87
commit b64d5474de
1 changed files with 83 additions and 108 deletions

View File

@ -942,6 +942,87 @@ static void device_init_swapchain_state(struct wined3d_device *device, struct wi
wined3d_device_set_render_state(device, WINED3D_RS_ZENABLE, ds_enable);
}
static void wined3d_device_delete_opengl_contexts(struct wined3d_device *device)
{
struct wined3d_resource *resource, *cursor;
struct wined3d_context *context;
struct wined3d_shader *shader;
LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
{
TRACE("Unloading resource %p.\n", resource);
wined3d_cs_emit_unload_resource(device->cs, resource);
}
LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
{
device->shader_backend->shader_destroy(shader);
}
context = context_acquire(device, NULL);
device->blitter->free_private(device);
device->shader_backend->shader_free_private(device);
destroy_dummy_textures(device, context);
destroy_default_samplers(device, context);
context_release(context);
while (device->context_count)
{
if (device->contexts[0]->swapchain)
swapchain_destroy_contexts(device->contexts[0]->swapchain);
else
context_destroy(device, device->contexts[0]);
}
}
static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
{
struct wined3d_context *context;
struct wined3d_texture *target;
HRESULT hr;
if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
{
ERR("Failed to allocate shader private data, hr %#x.\n", hr);
return hr;
}
if (FAILED(hr = device->blitter->alloc_private(device)))
{
ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
device->shader_backend->shader_free_private(device);
return hr;
}
/* Recreate the primary swapchain's context. */
if (!(swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context))))
{
ERR("Failed to allocate memory for swapchain context array.\n");
device->blitter->free_private(device);
device->shader_backend->shader_free_private(device);
return E_OUTOFMEMORY;
}
target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
if (!(context = context_create(swapchain, target, swapchain->ds_format)))
{
WARN("Failed to create context.\n");
HeapFree(GetProcessHeap(), 0, swapchain->context);
device->blitter->free_private(device);
device->shader_backend->shader_free_private(device);
return E_FAIL;
}
swapchain->context[0] = context;
swapchain->num_contexts = 1;
create_dummy_textures(device, context);
create_default_samplers(device, context);
context_release(context);
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
struct wined3d_swapchain_desc *swapchain_desc)
{
@ -1094,9 +1175,6 @@ static void device_free_sampler(struct wine_rb_entry *entry, void *context)
HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
{
struct wined3d_resource *resource, *cursor;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
UINT i;
TRACE("device %p.\n", device);
@ -1104,12 +1182,6 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
if (!device->d3d_initialized)
return WINED3DERR_INVALIDCALL;
/* I don't think that the interface guarantees that the device is destroyed from the same thread
* it was created. Thus make sure a context is active for the glDelete* calls
*/
context = context_acquire(device, NULL);
gl_info = context->gl_info;
if (device->logo_texture)
wined3d_texture_decref(device->logo_texture);
if (device->cursor_texture)
@ -1117,22 +1189,9 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
state_unbind_resources(&device->state);
/* Unload resources */
LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
{
TRACE("Unloading resource %p.\n", resource);
wined3d_cs_emit_unload_resource(device->cs, resource);
}
wine_rb_clear(&device->samplers, device_free_sampler, NULL);
/* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
device->blitter->free_private(device);
device->shader_backend->shader_free_private(device);
destroy_dummy_textures(device, context);
destroy_default_samplers(device, context);
context_release(context);
wined3d_device_delete_opengl_contexts(device);
if (device->fb.depth_stencil)
{
@ -1153,7 +1212,7 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
ERR("Something's still holding the auto depth/stencil view (%p).\n", view);
}
for (i = 0; i < gl_info->limits.buffers; ++i)
for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
{
wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
}
@ -4528,90 +4587,6 @@ void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
}
}
static void wined3d_device_delete_opengl_contexts(struct wined3d_device *device)
{
struct wined3d_resource *resource, *cursor;
struct wined3d_context *context;
struct wined3d_shader *shader;
LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
{
TRACE("Unloading resource %p.\n", resource);
wined3d_cs_emit_unload_resource(device->cs, resource);
}
LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
{
device->shader_backend->shader_destroy(shader);
}
context = context_acquire(device, NULL);
device->blitter->free_private(device);
device->shader_backend->shader_free_private(device);
destroy_dummy_textures(device, context);
destroy_default_samplers(device, context);
context_release(context);
while (device->context_count)
{
if (device->contexts[0]->swapchain)
swapchain_destroy_contexts(device->contexts[0]->swapchain);
else
context_destroy(device, device->contexts[0]);
}
}
static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
{
struct wined3d_context *context;
struct wined3d_texture *target;
HRESULT hr;
if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
{
ERR("Failed to allocate shader private data, hr %#x.\n", hr);
return hr;
}
if (FAILED(hr = device->blitter->alloc_private(device)))
{
ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
device->shader_backend->shader_free_private(device);
return hr;
}
/* Recreate the primary swapchain's context */
swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
if (!swapchain->context)
{
ERR("Failed to allocate memory for swapchain context array.\n");
device->blitter->free_private(device);
device->shader_backend->shader_free_private(device);
return E_OUTOFMEMORY;
}
target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
if (!(context = context_create(swapchain, target, swapchain->ds_format)))
{
WARN("Failed to create context.\n");
device->blitter->free_private(device);
device->shader_backend->shader_free_private(device);
HeapFree(GetProcessHeap(), 0, swapchain->context);
return E_FAIL;
}
swapchain->context[0] = context;
swapchain->num_contexts = 1;
create_dummy_textures(device, context);
create_default_samplers(device, context);
context_release(context);
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
wined3d_device_reset_cb callback, BOOL reset_state)