[PATCH 2/4] wined3d: Only check rtv and dsv bindings in device_resource_released() when D3D is initialised.
Henri Verbeet
hverbeet at codeweavers.com
Tue Jan 3 17:04:48 CST 2017
This fixes a regression introduced by commit
4a9304305ae2940288e9382926a6931dd46982d5.
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/device.c | 15 +++++++++------
1 file changed, 9 insertions(+), 6 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 785ea6b..3a24e29 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -4958,14 +4958,17 @@ void device_resource_released(struct wined3d_device *device, struct wined3d_reso
TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
- for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
+ if (device->d3d_initialized)
{
- if ((rtv = device->fb.render_targets[i]) && rtv->resource == resource)
- ERR("Resource %p is still in use as render target %u.\n", resource, i);
- }
+ for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
+ {
+ if ((rtv = device->fb.render_targets[i]) && rtv->resource == resource)
+ ERR("Resource %p is still in use as render target %u.\n", resource, i);
+ }
- if ((rtv = device->fb.depth_stencil) && rtv->resource == resource)
- ERR("Resource %p is still in use as depth/stencil buffer.\n", resource);
+ if ((rtv = device->fb.depth_stencil) && rtv->resource == resource)
+ ERR("Resource %p is still in use as depth/stencil buffer.\n", resource);
+ }
switch (type)
{
--
2.1.4
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