wined3d: Simplify context_resource_released().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1055,34 +1055,22 @@ static void context_queue_fbo_entry_destruction(struct wined3d_context *context,
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list_add_head(&context->fbo_destroy_list, &entry->entry);
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}
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void context_resource_released(const struct wined3d_device *device,
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struct wined3d_resource *resource, enum wined3d_resource_type type)
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void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource)
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{
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struct wined3d_texture *texture;
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UINT i;
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unsigned int i;
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if (!device->d3d_initialized)
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return;
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switch (type)
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for (i = 0; i < device->context_count; ++i)
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{
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case WINED3D_RTYPE_TEXTURE_2D:
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case WINED3D_RTYPE_TEXTURE_3D:
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texture = texture_from_resource(resource);
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struct wined3d_context *context = device->contexts[i];
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for (i = 0; i < device->context_count; ++i)
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{
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struct wined3d_context *context = device->contexts[i];
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if (context->current_rt.texture == texture)
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{
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context->current_rt.texture = NULL;
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context->current_rt.sub_resource_idx = 0;
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}
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}
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break;
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default:
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break;
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if (&context->current_rt.texture->resource == resource)
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{
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context->current_rt.texture = NULL;
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context->current_rt.sub_resource_idx = 0;
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}
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}
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}
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@ -222,7 +222,7 @@ static void wined3d_resource_destroy_object(void *object)
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struct wined3d_resource *resource = object;
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wined3d_resource_free_sysmem(resource);
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context_resource_released(resource->device, resource, resource->type);
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context_resource_released(resource->device, resource);
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wined3d_resource_release(resource);
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}
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@ -2171,8 +2171,7 @@ void *context_map_bo_address(struct wined3d_context *context, const struct wined
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struct wined3d_context *context_reacquire(const struct wined3d_device *device,
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struct wined3d_context *context) DECLSPEC_HIDDEN;
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void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
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void context_resource_released(const struct wined3d_device *device,
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struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
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void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
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void context_restore(struct wined3d_context *context, struct wined3d_texture *texture,
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unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
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BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
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