wined3d: Release the stateblock only after mode setting in wined3d_device_reset().
While we're allowed to leave the device in a somewhat inconsistent state after a failed reset, such a state should be recoverable by calling reset again. If e.g. mode setting were to fail between the point where we destroy and recreate the stateblock a subsequent reset would crash because the device doesn't have a stateblock anymore.
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@ -5293,10 +5293,6 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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if (swapchain_desc->enable_auto_depth_stencil)
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wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
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TRACE("Resetting stateblock\n");
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wined3d_stateblock_decref(device->updateStateBlock);
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wined3d_stateblock_decref(device->stateBlock);
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if (swapchain_desc->windowed)
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{
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mode.width = swapchain->orig_width;
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@ -5377,9 +5373,6 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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}
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}
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if (device->d3d_initialized)
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delete_opengl_contexts(device, swapchain);
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if (!swapchain_desc->windowed != !swapchain->desc.windowed
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|| DisplayModeChanged)
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{
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@ -5443,6 +5436,13 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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device->exStyle = exStyle;
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}
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TRACE("Resetting stateblock.\n");
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wined3d_stateblock_decref(device->updateStateBlock);
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wined3d_stateblock_decref(device->stateBlock);
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if (device->d3d_initialized)
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delete_opengl_contexts(device, swapchain);
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/* Note: No parent needed for initial internal stateblock */
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hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
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if (FAILED(hr))
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