Stefan Dösinger : wined3d: Dirtify the shader and declaration states if the bound interface is destroyed .
Alexandre Julliard
julliard at wine.codeweavers.com
Thu Apr 12 09:59:53 CDT 2007
Module: wine
Branch: master
Commit: 0d88a38238088ed5a36bbe56ec5c9b62106fa8c0
URL: http://source.winehq.org/git/wine.git/?a=commit;h=0d88a38238088ed5a36bbe56ec5c9b62106fa8c0
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Wed Apr 11 14:02:38 2007 +0200
wined3d: Dirtify the shader and declaration states if the bound interface is destroyed.
---
dlls/wined3d/pixelshader.c | 12 ++++++++++++
dlls/wined3d/vertexdeclaration.c | 5 +++++
dlls/wined3d/vertexshader.c | 5 +++++
3 files changed, 22 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c
index 962b3d5..6627c06 100644
--- a/dlls/wined3d/pixelshader.c
+++ b/dlls/wined3d/pixelshader.c
@@ -73,6 +73,18 @@ static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface)
TRACE("(%p) : Releasing from %d\n", This, This->ref);
ref = InterlockedDecrement(&This->ref);
if (ref == 0) {
+ /* SetPixelShader does not AddRef. If the bound pixel shader is destroyed, the pointer in the stateblock remains
+ * unchanged. Drawing again will most likely crash, even on windows. A problem can occur if the application creates
+ * a new pixel shader which resides at the same address. Then SetPixelShader will think it is a NOP change, and won't
+ * dirtify the state.
+ *
+ * Do NOT call GetPixelShader here. This will addRef and cause a recursion. And do NOT set the pixel shader to NULL,
+ * Windows does not do that(Although no test exists since they'd crash randomly)
+ */
+ if(iface == ((IWineD3DDeviceImpl *) This->baseShader.device)->stateBlock->pixelShader) {
+ IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *) This->baseShader.device, STATE_PIXELSHADER);
+ }
+
if (This->baseShader.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) {
struct list *linked_programs = &This->baseShader.linked_programs;
diff --git a/dlls/wined3d/vertexdeclaration.c b/dlls/wined3d/vertexdeclaration.c
index 099129b..bdf07b6 100644
--- a/dlls/wined3d/vertexdeclaration.c
+++ b/dlls/wined3d/vertexdeclaration.c
@@ -98,6 +98,11 @@ static ULONG WINAPI IWineD3DVertexDeclarationImpl_Release(IWineD3DVertexDeclarat
TRACE("(%p) : Releasing from %d\n", This, This->ref);
ref = InterlockedDecrement(&This->ref);
if (ref == 0) {
+ if(iface == This->wineD3DDevice->stateBlock->vertexDecl) {
+ /* See comment in PixelShader::Release */
+ IWineD3DDeviceImpl_MarkStateDirty(This->wineD3DDevice, STATE_VDECL);
+ }
+
HeapFree(GetProcessHeap(), 0, This->pDeclarationWine);
HeapFree(GetProcessHeap(), 0, This);
}
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index 22c49c2..f02dcdb 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -464,6 +464,11 @@ static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface
TRACE("(%p) : Releasing from %d\n", This, This->ref);
ref = InterlockedDecrement(&This->ref);
if (ref == 0) {
+ if(iface == ((IWineD3DDeviceImpl *) This->baseShader.device)->stateBlock->vertexShader) {
+ /* See comment in PixelShader::Release */
+ IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *) This->baseShader.device, STATE_VSHADER);
+ }
+
if (This->baseShader.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) {
struct list *linked_programs = &This->baseShader.linked_programs;
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