From e1b96eb3475d298fb1e4f7b137a6c73bb6dc16df Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Tue, 5 Oct 2010 14:32:36 +0200 Subject: [PATCH] wined3d: Set the depth/stencil buffer to NULL before releasing it. To prevent device_resource_released() from detecting it as still in use. --- dlls/wined3d/device.c | 16 +++++++++++----- 1 file changed, 11 insertions(+), 5 deletions(-) diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 1e42409d1ac..7b2b8ced704 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -2107,13 +2107,19 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, This->onscreen_depth_stencil = NULL; } - TRACE("Releasing the depth stencil buffer at %p\n", This->depth_stencil); - if (This->depth_stencil && IWineD3DSurface_Release((IWineD3DSurface *)This->depth_stencil)) + if (This->depth_stencil) { - if (This->auto_depth_stencil != This->depth_stencil) - FIXME("(%p) Something is still holding the depth/stencil buffer.\n",This); + IWineD3DSurfaceImpl *ds = This->depth_stencil; + + TRACE("Releasing depth/stencil buffer %p.\n", ds); + + This->depth_stencil = NULL; + if (IWineD3DSurface_Release((IWineD3DSurface *)ds) + && ds != This->auto_depth_stencil) + { + ERR("Something is still holding a reference to depth/stencil buffer %p.\n", ds); + } } - This->depth_stencil = NULL; TRACE("Releasing the render target at %p\n", This->render_targets[0]); IWineD3DSurface_Release((IWineD3DSurface *)This->render_targets[0]);