[PATCH 1/5] wined3d: Don't bother downloading buffer contents on destruction.
Henri Verbeet
hverbeet at codeweavers.com
Tue Aug 13 01:51:44 CDT 2013
---
dlls/wined3d/buffer.c | 11 ++++++++++-
1 file changed, 10 insertions(+), 1 deletion(-)
diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c
index 586b16c..3f692e2 100644
--- a/dlls/wined3d/buffer.c
+++ b/dlls/wined3d/buffer.c
@@ -551,12 +551,21 @@ static void buffer_unload(struct wined3d_resource *resource)
ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
{
ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
+ struct wined3d_context *context;
TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
if (!refcount)
{
- buffer_unload(&buffer->resource);
+ if (buffer->buffer_object)
+ {
+ context = context_acquire(buffer->resource.device, NULL);
+ delete_gl_buffer(buffer, context->gl_info);
+ context_release(context);
+
+ HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
+ }
+
resource_cleanup(&buffer->resource);
buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
HeapFree(GetProcessHeap(), 0, buffer->maps);
--
1.8.1.5
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