wined3d: Discard default pool surfaces on unload.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Stefan Dösinger 2016-04-10 18:09:31 +02:00 committed by Alexandre Julliard
parent b8ffc4df1c
commit e55754bf74
1 changed files with 4 additions and 21 deletions

View File

@ -887,27 +887,10 @@ static void surface_unload(struct wined3d_resource *resource)
if (resource->pool == WINED3D_POOL_DEFAULT)
{
/* Default pool resources are supposed to be destroyed before Reset is called.
* Implicit resources stay however. So this means we have an implicit render target
* or depth stencil. The content may be destroyed, but we still have to tear down
* opengl resources, so we cannot leave early.
*
* Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
* but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
* or the depth stencil into an FBO the texture or render buffer will be removed
* and all flags get lost */
if (resource->usage & WINED3DUSAGE_DEPTHSTENCIL)
{
wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
wined3d_texture_invalidate_location(texture, sub_resource_idx, ~WINED3D_LOCATION_DISCARDED);
}
else
{
surface_prepare_system_memory(surface);
memset(surface->resource.heap_memory, 0, surface->resource.size);
wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_SYSMEM);
wined3d_texture_invalidate_location(texture, sub_resource_idx, ~WINED3D_LOCATION_SYSMEM);
}
/* We should only get here on device reset/teardown for implicit
* resources. */
wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
wined3d_texture_invalidate_location(texture, sub_resource_idx, ~WINED3D_LOCATION_DISCARDED);
}
else
{