ddraw: Just pass NULL as index buffer parent.
Since the parent is just an opaque pointer instead of a COM object now, it can just be NULL instead of needing IParent hacks.
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39aa477e4c
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@ -285,17 +285,12 @@ IDirect3DDeviceImpl_7_Release(IDirect3DDevice7 *iface)
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*/
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if (ref == 0)
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{
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IParent *IndexBufferParent;
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DWORD i;
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EnterCriticalSection(&ddraw_cs);
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/* Free the index buffer. */
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IWineD3DDevice_SetIndexBuffer(This->wineD3DDevice, NULL, WINED3DFMT_UNKNOWN);
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IndexBufferParent = IWineD3DBuffer_GetParent(This->indexbuffer);
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if (IParent_Release(IndexBufferParent))
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{
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ERR(" (%p) Something is still holding the index buffer parent %p\n", This, IndexBufferParent);
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}
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IWineD3DBuffer_Release(This->indexbuffer);
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/* There is no need to unset the vertex buffer here, IWineD3DDevice_Uninit3D will do that when
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* destroying the primary stateblock. If a vertex buffer is destroyed while it is bound
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@ -4183,13 +4178,11 @@ IDirect3DDeviceImpl_7_DrawIndexedPrimitiveVB(IDirect3DDevice7 *iface,
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{
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UINT size = max(desc.Size * 2, IndexCount * sizeof(WORD));
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IWineD3DBuffer *buffer;
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IParentImpl *parent;
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TRACE("Growing index buffer to %u bytes\n", size);
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parent = IWineD3DBuffer_GetParent(This->indexbuffer);
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hr = IWineD3DDevice_CreateIndexBuffer(This->wineD3DDevice, size, WINED3DUSAGE_DYNAMIC /* Usage */,
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WINED3DPOOL_DEFAULT, parent, &ddraw_null_wined3d_parent_ops, &buffer);
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WINED3DPOOL_DEFAULT, NULL, &ddraw_null_wined3d_parent_ops, &buffer);
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if (FAILED(hr))
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{
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ERR("(%p) IWineD3DDevice::CreateIndexBuffer failed with hr = %08x\n", This, hr);
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@ -4199,8 +4192,6 @@ IDirect3DDeviceImpl_7_DrawIndexedPrimitiveVB(IDirect3DDevice7 *iface,
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IWineD3DBuffer_Release(This->indexbuffer);
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This->indexbuffer = buffer;
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parent->child = (IUnknown *)buffer;
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}
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/* copy the index stream into the index buffer.
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@ -6781,7 +6772,6 @@ IDirect3DDeviceImpl_UpdateDepthStencil(IDirect3DDeviceImpl *This)
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HRESULT d3d_device_init(IDirect3DDeviceImpl *device, IDirectDrawImpl *ddraw, IDirectDrawSurfaceImpl *target)
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{
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IParentImpl *index_buffer_parent;
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HRESULT hr;
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if (ddraw->cooperative_level & DDSCL_FPUPRESERVE)
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@ -6805,27 +6795,15 @@ HRESULT d3d_device_init(IDirect3DDeviceImpl *device, IDirectDrawImpl *ddraw, IDi
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device->legacyTextureBlending = FALSE;
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/* Create an index buffer, it's needed for indexed drawing */
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index_buffer_parent = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*index_buffer_parent));
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if (!index_buffer_parent)
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{
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ERR("Failed to allocate index buffer parent memory.\n");
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ddraw_handle_table_destroy(&device->handle_table);
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return DDERR_OUTOFMEMORY;
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}
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ddraw_parent_init(index_buffer_parent);
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hr = IWineD3DDevice_CreateIndexBuffer(ddraw->wineD3DDevice, 0x40000 /* Length. Don't know how long it should be */,
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WINED3DUSAGE_DYNAMIC /* Usage */, WINED3DPOOL_DEFAULT, index_buffer_parent,
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WINED3DUSAGE_DYNAMIC /* Usage */, WINED3DPOOL_DEFAULT, NULL,
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&ddraw_null_wined3d_parent_ops, &device->indexbuffer);
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if (FAILED(hr))
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{
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ERR("Failed to create an index buffer, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, index_buffer_parent);
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ddraw_handle_table_destroy(&device->handle_table);
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return hr;
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}
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index_buffer_parent->child = (IUnknown *)device->indexbuffer;
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/* This is for convenience. */
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device->wineD3DDevice = ddraw->wineD3DDevice;
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@ -6836,7 +6814,7 @@ HRESULT d3d_device_init(IDirect3DDeviceImpl *device, IDirectDrawImpl *ddraw, IDi
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if (FAILED(hr))
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{
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ERR("Failed to set render target, hr %#x.\n", hr);
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IParent_Release((IParent *)index_buffer_parent);
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IWineD3DBuffer_Release(device->indexbuffer);
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ddraw_handle_table_destroy(&device->handle_table);
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return hr;
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}
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