wined3d: Pass an IWineD3DDeviceImpl pointer to shader_free_private().
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4a69874938
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@ -4770,10 +4770,10 @@ static void release_signature(struct wine_rb_entry *entry, void *context)
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}
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/* Context activation is done by the caller. */
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static void shader_arb_free(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
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struct shader_arb_priv *priv = This->shader_priv;
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static void shader_arb_free(IWineD3DDeviceImpl *device)
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{
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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struct shader_arb_priv *priv = device->shader_priv;
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int i;
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ENTER_GL();
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@ -4794,7 +4794,7 @@ static void shader_arb_free(IWineD3DDevice *iface) {
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LEAVE_GL();
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wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
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HeapFree(GetProcessHeap(), 0, This->shader_priv);
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HeapFree(GetProcessHeap(), 0, device->shader_priv);
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}
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static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
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@ -2056,7 +2056,7 @@ err_out:
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This->frag_pipe->free_private(iface);
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}
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if (This->shader_priv) {
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This->shader_backend->shader_free_private(iface);
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This->shader_backend->shader_free_private(This);
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}
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return hr;
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}
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@ -2187,7 +2187,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface,
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/* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
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This->blitter->free_private(iface);
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This->frag_pipe->free_private(iface);
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This->shader_backend->shader_free_private(iface);
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This->shader_backend->shader_free_private(This);
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/* Release the buffers (with sanity checks)*/
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if (This->onscreen_depth_stencil)
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@ -6201,7 +6201,7 @@ static void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChainImpl
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This->blitter->free_private(iface);
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This->frag_pipe->free_private(iface);
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This->shader_backend->shader_free_private(iface);
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This->shader_backend->shader_free_private(This);
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destroy_dummy_textures(This, gl_info);
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context_release(context);
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@ -6255,7 +6255,7 @@ static HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwap
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if (FAILED(hr))
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{
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ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
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This->shader_backend->shader_free_private(iface);
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This->shader_backend->shader_free_private(This);
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goto err;
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}
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@ -6264,7 +6264,7 @@ static HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwap
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{
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ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
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This->frag_pipe->free_private(iface);
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This->shader_backend->shader_free_private(iface);
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This->shader_backend->shader_free_private(This);
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goto err;
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}
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@ -4871,10 +4871,10 @@ fail:
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}
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/* Context activation is done by the caller. */
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static void shader_glsl_free(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
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struct shader_glsl_priv *priv = This->shader_priv;
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static void shader_glsl_free(IWineD3DDeviceImpl *device)
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{
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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struct shader_glsl_priv *priv = device->shader_priv;
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int i;
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ENTER_GL();
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@ -4897,8 +4897,8 @@ static void shader_glsl_free(IWineD3DDevice *iface) {
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HeapFree(GetProcessHeap(), 0, priv->stack);
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shader_buffer_free(&priv->shader_buffer);
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HeapFree(GetProcessHeap(), 0, This->shader_priv);
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This->shader_priv = NULL;
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HeapFree(GetProcessHeap(), 0, device->shader_priv);
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device->shader_priv = NULL;
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}
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static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
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@ -1520,7 +1520,7 @@ static void shader_none_load_np2fixup_constants(void *shader_priv,
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const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
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static void shader_none_destroy(IWineD3DBaseShader *iface) {}
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static HRESULT shader_none_alloc(IWineD3DDeviceImpl *device) {return WINED3D_OK;}
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static void shader_none_free(IWineD3DDevice *iface) {}
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static void shader_none_free(IWineD3DDeviceImpl *device) {}
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static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
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static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
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@ -760,7 +760,7 @@ typedef struct {
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const struct wined3d_state *state);
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void (*shader_destroy)(IWineD3DBaseShader *iface);
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HRESULT (*shader_alloc_private)(IWineD3DDeviceImpl *device);
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void (*shader_free_private)(IWineD3DDevice *iface);
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void (*shader_free_private)(IWineD3DDeviceImpl *device);
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BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
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void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
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BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
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