d3d11: Fix freed memory access when releasing device context (Coverity).
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
f74163ad58
commit
d26275f905
|
@ -521,13 +521,14 @@ static ULONG STDMETHODCALLTYPE d3d11_device_context_Release(ID3D11DeviceContext1
|
|||
|
||||
if (!refcount)
|
||||
{
|
||||
ID3D11Device2 *device = &context->device->ID3D11Device2_iface;
|
||||
if (context->type != D3D11_DEVICE_CONTEXT_IMMEDIATE)
|
||||
{
|
||||
wined3d_deferred_context_destroy(context->wined3d_context);
|
||||
d3d11_device_context_cleanup(context);
|
||||
heap_free(context);
|
||||
}
|
||||
ID3D11Device2_Release(&context->device->ID3D11Device2_iface);
|
||||
ID3D11Device2_Release(device);
|
||||
}
|
||||
|
||||
return refcount;
|
||||
|
|
Loading…
Reference in New Issue