[PATCH 3/5] wined3d: Use wined3d_device_delete_opengl_contexts() in wined3d_device_uninit_3d().
Henri Verbeet
hverbeet at codeweavers.com
Wed Feb 15 07:17:14 CST 2017
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/device.c | 191 ++++++++++++++++++++++----------------------------
1 file changed, 83 insertions(+), 108 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 1271363..22a13a8 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -942,6 +942,87 @@ static void device_init_swapchain_state(struct wined3d_device *device, struct wi
wined3d_device_set_render_state(device, WINED3D_RS_ZENABLE, ds_enable);
}
+static void wined3d_device_delete_opengl_contexts(struct wined3d_device *device)
+{
+ struct wined3d_resource *resource, *cursor;
+ struct wined3d_context *context;
+ struct wined3d_shader *shader;
+
+ LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
+ {
+ TRACE("Unloading resource %p.\n", resource);
+ wined3d_cs_emit_unload_resource(device->cs, resource);
+ }
+
+ LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
+ {
+ device->shader_backend->shader_destroy(shader);
+ }
+
+ context = context_acquire(device, NULL);
+ device->blitter->free_private(device);
+ device->shader_backend->shader_free_private(device);
+ destroy_dummy_textures(device, context);
+ destroy_default_samplers(device, context);
+ context_release(context);
+
+ while (device->context_count)
+ {
+ if (device->contexts[0]->swapchain)
+ swapchain_destroy_contexts(device->contexts[0]->swapchain);
+ else
+ context_destroy(device, device->contexts[0]);
+ }
+}
+
+static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
+{
+ struct wined3d_context *context;
+ struct wined3d_texture *target;
+ HRESULT hr;
+
+ if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
+ device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
+ {
+ ERR("Failed to allocate shader private data, hr %#x.\n", hr);
+ return hr;
+ }
+
+ if (FAILED(hr = device->blitter->alloc_private(device)))
+ {
+ ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
+ device->shader_backend->shader_free_private(device);
+ return hr;
+ }
+
+ /* Recreate the primary swapchain's context. */
+ if (!(swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context))))
+ {
+ ERR("Failed to allocate memory for swapchain context array.\n");
+ device->blitter->free_private(device);
+ device->shader_backend->shader_free_private(device);
+ return E_OUTOFMEMORY;
+ }
+
+ target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
+ if (!(context = context_create(swapchain, target, swapchain->ds_format)))
+ {
+ WARN("Failed to create context.\n");
+ HeapFree(GetProcessHeap(), 0, swapchain->context);
+ device->blitter->free_private(device);
+ device->shader_backend->shader_free_private(device);
+ return E_FAIL;
+ }
+
+ swapchain->context[0] = context;
+ swapchain->num_contexts = 1;
+ create_dummy_textures(device, context);
+ create_default_samplers(device, context);
+ context_release(context);
+
+ return WINED3D_OK;
+}
+
HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
struct wined3d_swapchain_desc *swapchain_desc)
{
@@ -1094,9 +1175,6 @@ static void device_free_sampler(struct wine_rb_entry *entry, void *context)
HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
{
- struct wined3d_resource *resource, *cursor;
- const struct wined3d_gl_info *gl_info;
- struct wined3d_context *context;
UINT i;
TRACE("device %p.\n", device);
@@ -1104,12 +1182,6 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
if (!device->d3d_initialized)
return WINED3DERR_INVALIDCALL;
- /* I don't think that the interface guarantees that the device is destroyed from the same thread
- * it was created. Thus make sure a context is active for the glDelete* calls
- */
- context = context_acquire(device, NULL);
- gl_info = context->gl_info;
-
if (device->logo_texture)
wined3d_texture_decref(device->logo_texture);
if (device->cursor_texture)
@@ -1117,22 +1189,9 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
state_unbind_resources(&device->state);
- /* Unload resources */
- LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
- {
- TRACE("Unloading resource %p.\n", resource);
- wined3d_cs_emit_unload_resource(device->cs, resource);
- }
-
wine_rb_clear(&device->samplers, device_free_sampler, NULL);
- /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
- device->blitter->free_private(device);
- device->shader_backend->shader_free_private(device);
- destroy_dummy_textures(device, context);
- destroy_default_samplers(device, context);
-
- context_release(context);
+ wined3d_device_delete_opengl_contexts(device);
if (device->fb.depth_stencil)
{
@@ -1153,7 +1212,7 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
ERR("Something's still holding the auto depth/stencil view (%p).\n", view);
}
- for (i = 0; i < gl_info->limits.buffers; ++i)
+ for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
{
wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
}
@@ -4528,90 +4587,6 @@ void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
}
}
-static void wined3d_device_delete_opengl_contexts(struct wined3d_device *device)
-{
- struct wined3d_resource *resource, *cursor;
- struct wined3d_context *context;
- struct wined3d_shader *shader;
-
- LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
- {
- TRACE("Unloading resource %p.\n", resource);
- wined3d_cs_emit_unload_resource(device->cs, resource);
- }
-
- LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
- {
- device->shader_backend->shader_destroy(shader);
- }
-
- context = context_acquire(device, NULL);
-
- device->blitter->free_private(device);
- device->shader_backend->shader_free_private(device);
- destroy_dummy_textures(device, context);
- destroy_default_samplers(device, context);
-
- context_release(context);
-
- while (device->context_count)
- {
- if (device->contexts[0]->swapchain)
- swapchain_destroy_contexts(device->contexts[0]->swapchain);
- else
- context_destroy(device, device->contexts[0]);
- }
-}
-
-static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
-{
- struct wined3d_context *context;
- struct wined3d_texture *target;
- HRESULT hr;
-
- if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
- device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
- {
- ERR("Failed to allocate shader private data, hr %#x.\n", hr);
- return hr;
- }
-
- if (FAILED(hr = device->blitter->alloc_private(device)))
- {
- ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
- device->shader_backend->shader_free_private(device);
- return hr;
- }
-
- /* Recreate the primary swapchain's context */
- swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
- if (!swapchain->context)
- {
- ERR("Failed to allocate memory for swapchain context array.\n");
- device->blitter->free_private(device);
- device->shader_backend->shader_free_private(device);
- return E_OUTOFMEMORY;
- }
-
- target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
- if (!(context = context_create(swapchain, target, swapchain->ds_format)))
- {
- WARN("Failed to create context.\n");
- device->blitter->free_private(device);
- device->shader_backend->shader_free_private(device);
- HeapFree(GetProcessHeap(), 0, swapchain->context);
- return E_FAIL;
- }
-
- swapchain->context[0] = context;
- swapchain->num_contexts = 1;
- create_dummy_textures(device, context);
- create_default_samplers(device, context);
- context_release(context);
-
- return WINED3D_OK;
-}
-
HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
wined3d_device_reset_cb callback, BOOL reset_state)
--
2.1.4
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