wined3d: Destroy PBOs in wined3d_texture_gl_destroy_object().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4765,17 +4765,39 @@ static void wined3d_texture_gl_destroy_object(void *object)
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{
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struct wined3d_renderbuffer_entry *entry, *entry2;
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struct wined3d_texture_gl *texture_gl = object;
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struct wined3d_context *context = NULL;
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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struct wined3d_device *device;
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unsigned int sub_count, i;
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GLuint buffer_object;
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TRACE("texture_gl %p.\n", texture_gl);
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sub_count = texture_gl->t.level_count * texture_gl->t.layer_count;
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for (i = 0; i < sub_count; ++i)
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{
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if (!(buffer_object = texture_gl->t.sub_resources[i].buffer_object))
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continue;
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TRACE("Deleting buffer object %u.\n", buffer_object);
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if (!context)
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{
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context = context_acquire(texture_gl->t.resource.device, NULL, 0);
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gl_info = wined3d_context_gl(context)->gl_info;
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}
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GL_EXTCALL(glDeleteBuffers(1, &buffer_object));
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}
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if (!list_empty(&texture_gl->renderbuffers))
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{
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device = texture_gl->t.resource.device;
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if (!context)
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{
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context = context_acquire(device, NULL, 0);
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gl_info = wined3d_context_gl(context)->gl_info;
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}
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LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &texture_gl->renderbuffers, struct wined3d_renderbuffer_entry, entry)
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{
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@ -4784,10 +4806,11 @@ static void wined3d_texture_gl_destroy_object(void *object)
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gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
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heap_free(entry);
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}
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context_release(context);
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}
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if (context)
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context_release(context);
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wined3d_texture_gl_unload_texture(texture_gl);
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heap_free(texture_gl);
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@ -1118,38 +1118,14 @@ ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
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static void wined3d_texture_destroy_object(void *object)
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{
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const struct wined3d_gl_info *gl_info = NULL;
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struct wined3d_texture *texture = object;
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struct wined3d_context *context = NULL;
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struct wined3d_dc_info *dc_info;
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unsigned int sub_count;
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GLuint buffer_object;
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unsigned int i;
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TRACE("texture %p.\n", texture);
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sub_count = texture->level_count * texture->layer_count;
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for (i = 0; i < sub_count; ++i)
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{
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if (!(buffer_object = texture->sub_resources[i].buffer_object))
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continue;
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TRACE("Deleting buffer object %u.\n", buffer_object);
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/* We may not be able to get a context in
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* wined3d_texture_destroy_object() in general, but if a buffer object
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* was previously created we can. */
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if (!context)
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{
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context = context_acquire(texture->resource.device, NULL, 0);
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gl_info = wined3d_context_gl(context)->gl_info;
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}
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GL_EXTCALL(glDeleteBuffers(1, &buffer_object));
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}
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if (context)
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context_release(context);
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if ((dc_info = texture->dc_info))
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{
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