wined3d: Discard default pool surfaces on unload.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -887,29 +887,12 @@ static void surface_unload(struct wined3d_resource *resource)
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if (resource->pool == WINED3D_POOL_DEFAULT)
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{
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/* Default pool resources are supposed to be destroyed before Reset is called.
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* Implicit resources stay however. So this means we have an implicit render target
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* or depth stencil. The content may be destroyed, but we still have to tear down
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* opengl resources, so we cannot leave early.
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*
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* Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
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* but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
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* or the depth stencil into an FBO the texture or render buffer will be removed
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* and all flags get lost */
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if (resource->usage & WINED3DUSAGE_DEPTHSTENCIL)
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{
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/* We should only get here on device reset/teardown for implicit
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* resources. */
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wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
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wined3d_texture_invalidate_location(texture, sub_resource_idx, ~WINED3D_LOCATION_DISCARDED);
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}
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else
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{
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surface_prepare_system_memory(surface);
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memset(surface->resource.heap_memory, 0, surface->resource.size);
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wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_SYSMEM);
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wined3d_texture_invalidate_location(texture, sub_resource_idx, ~WINED3D_LOCATION_SYSMEM);
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}
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}
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else
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{
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surface_load_location(surface, context, surface->resource.map_binding);
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wined3d_texture_invalidate_location(texture, sub_resource_idx, ~surface->resource.map_binding);
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