d3d9: Do not decrease swapchain surface refcount when it is already 0.
Based on a patch by Henri Verbeet. Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -91,6 +91,12 @@ static ULONG WINAPI d3d9_surface_Release(IDirect3DSurface9 *iface)
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return IDirect3DBaseTexture9_Release(&surface->texture->IDirect3DBaseTexture9_iface);
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}
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if (!surface->resource.refcount)
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{
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WARN("Surface does not have any references.\n");
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return 0;
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}
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refcount = InterlockedDecrement(&surface->resource.refcount);
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TRACE("%p decreasing refcount to %u.\n", iface, refcount);
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@ -1464,16 +1464,20 @@ static void test_refcount(void)
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CHECK_REFCOUNT(device, ++refcount);
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CHECK_RELEASE_REFCOUNT(pRenderTarget, 0);
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CHECK_REFCOUNT(device, --refcount);
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CHECK_RELEASE_REFCOUNT(pRenderTarget, 0);
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CHECK_RELEASE_REFCOUNT(pRenderTarget, 0);
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}
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/* Render target and back buffer are identical. */
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hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, 0, &pBackBuffer);
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CHECK_CALL(hr, "GetBackBuffer", device, ++refcount);
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if(pBackBuffer)
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if (pBackBuffer)
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{
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CHECK_RELEASE_REFCOUNT(pBackBuffer, 0);
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ok(pRenderTarget == pBackBuffer, "RenderTarget=%p and BackBuffer=%p should be the same.\n",
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pRenderTarget, pBackBuffer);
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pRenderTarget, pBackBuffer);
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CHECK_RELEASE_REFCOUNT(pBackBuffer, 0);
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CHECK_RELEASE_REFCOUNT(pBackBuffer, 0);
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pBackBuffer = NULL;
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}
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CHECK_REFCOUNT(device, --refcount);
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@ -1481,7 +1485,7 @@ static void test_refcount(void)
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hr = IDirect3DDevice9_GetDepthStencilSurface(device, &pStencilSurface);
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CHECK_CALL(hr, "GetDepthStencilSurface", device, ++refcount);
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CHECK_REFCOUNT( pSwapChain, 1);
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if(pStencilSurface)
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if (pStencilSurface)
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{
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CHECK_SURFACE_CONTAINER(pStencilSurface, IID_IDirect3DDevice9, device);
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CHECK_REFCOUNT( pStencilSurface, 1);
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@ -1491,7 +1495,7 @@ static void test_refcount(void)
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CHECK_RELEASE_REFCOUNT(pStencilSurface, 1);
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CHECK_REFCOUNT(device, refcount);
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CHECK_RELEASE_REFCOUNT( pStencilSurface, 0);
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CHECK_RELEASE_REFCOUNT(pStencilSurface, 0);
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CHECK_REFCOUNT(device, --refcount);
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/* The stencil surface is released with the device, so AddRef with refcount=0 is fine here. */
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@ -1499,6 +1503,8 @@ static void test_refcount(void)
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CHECK_REFCOUNT(device, ++refcount);
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CHECK_RELEASE_REFCOUNT(pStencilSurface, 0);
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CHECK_REFCOUNT(device, --refcount);
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CHECK_RELEASE_REFCOUNT(pStencilSurface, 0);
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CHECK_RELEASE_REFCOUNT(pStencilSurface, 0);
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pStencilSurface = NULL;
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}
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@ -1653,6 +1659,8 @@ static void test_refcount(void)
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CHECK_REFCOUNT(device, ++refcount);
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CHECK_RELEASE_REFCOUNT(pBackBuffer, 0);
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CHECK_REFCOUNT(device, --refcount);
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CHECK_RELEASE_REFCOUNT(pBackBuffer, 0);
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CHECK_RELEASE_REFCOUNT(pBackBuffer, 0);
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pBackBuffer = NULL;
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}
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CHECK_REFCOUNT( pSwapChain, 1);
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@ -1669,12 +1677,14 @@ static void test_refcount(void)
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* Otherwise GetRenderTarget would re-allocate it and the pointer would change.*/
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hr = IDirect3DDevice9_GetRenderTarget(device, 0, &pRenderTarget2);
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CHECK_CALL(hr, "GetRenderTarget", device, ++refcount);
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if(pRenderTarget2)
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if (pRenderTarget2)
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{
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CHECK_RELEASE_REFCOUNT(pRenderTarget2, 0);
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ok(pRenderTarget == pRenderTarget2, "RenderTarget=%p and RenderTarget2=%p should be the same.\n",
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pRenderTarget, pRenderTarget2);
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pRenderTarget, pRenderTarget2);
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CHECK_REFCOUNT(device, --refcount);
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CHECK_RELEASE_REFCOUNT(pRenderTarget2, 0);
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CHECK_RELEASE_REFCOUNT(pRenderTarget2, 0);
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pRenderTarget2 = NULL;
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}
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pRenderTarget = NULL;
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