wined3d: Properly release client storage memory.
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896af79093
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cde3217268
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@ -1624,6 +1624,37 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
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return WINED3D_OK;
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}
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static void surface_release_client_storage(IWineD3DSurface *iface)
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{
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
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struct wined3d_context *context;
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context = context_acquire(This->resource.device, NULL, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
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if(This->texture_name)
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{
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surface_bind_and_dirtify(This, FALSE);
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glTexImage2D(This->texture_target, This->texture_level,
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GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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}
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if(This->texture_name_srgb)
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{
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surface_bind_and_dirtify(This, TRUE);
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glTexImage2D(This->texture_target, This->texture_level,
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GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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}
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glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
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LEAVE_GL();
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context_release(context);
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IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
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IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
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surface_force_reload(iface);
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}
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static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
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{
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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@ -1650,11 +1681,12 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHD
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/* Create a DIB section if there isn't a hdc yet */
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if(!This->hDC) {
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if(This->Flags & SFLAG_CLIENT) {
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IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
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surface_release_client_storage(iface);
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}
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hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
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if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
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if(This->Flags & SFLAG_CLIENT) {
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surface_internal_preload(iface, SRGB_RGB);
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}
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/* Use the dib section from now on if we are not using a PBO */
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if(!(This->Flags & SFLAG_PBO))
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@ -2911,11 +2943,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *M
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/* For client textures opengl has to be notified */
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if(This->Flags & SFLAG_CLIENT) {
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DWORD oldFlags = This->Flags;
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This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
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if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
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if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
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/* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
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surface_release_client_storage(iface);
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}
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/* Now free the old memory if any */
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@ -2928,11 +2956,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *M
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This->Flags &= ~SFLAG_USERPTR;
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if(This->Flags & SFLAG_CLIENT) {
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DWORD oldFlags = This->Flags;
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This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
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/* This respecifies an empty texture and opengl knows that the old memory is gone */
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if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
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if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
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surface_release_client_storage(iface);
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}
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}
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return WINED3D_OK;
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