wined3d: Set the depth/stencil buffer to NULL before releasing it.
To prevent device_resource_released() from detecting it as still in use.
This commit is contained in:
parent
5fa84c56c3
commit
e1b96eb347
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
TRACE("Releasing the render target at %p\n", This->render_targets[0]);
|
||||
IWineD3DSurface_Release((IWineD3DSurface *)This->render_targets[0]);
|
||||
|
|
Loading…
Reference in New Issue