Henri Verbeet : wined3d: Simplify checking if the released resource is in use as a rendertarget in device_resource_released ().

Alexandre Julliard julliard at wine.codeweavers.com
Wed Mar 30 10:00:29 CDT 2016


Module: wine
Branch: master
Commit: 4a9304305ae2940288e9382926a6931dd46982d5
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=4a9304305ae2940288e9382926a6931dd46982d5

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Tue Mar 29 16:45:33 2016 +0200

wined3d: Simplify checking if the released resource is in use as a rendertarget in device_resource_released().

Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/wined3d/device.c | 31 +++++++++----------------------
 1 file changed, 9 insertions(+), 22 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index cd392b3..8fe1da3 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -4970,37 +4970,24 @@ static void device_resource_remove(struct wined3d_device *device, struct wined3d
 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
 {
     enum wined3d_resource_type type = resource->type;
+    struct wined3d_rendertarget_view *rtv;
     unsigned int i;
 
     TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
 
     context_resource_released(device, resource, type);
 
-    switch (type)
+    for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
     {
-        case WINED3D_RTYPE_SURFACE:
-            {
-                struct wined3d_surface *surface = surface_from_resource(resource);
-
-                if (!device->d3d_initialized) break;
-
-                for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
-                {
-                    if (wined3d_rendertarget_view_get_surface(device->fb.render_targets[i]) == surface)
-                    {
-                        ERR("Surface %p is still in use as render target %u.\n", surface, i);
-                        device->fb.render_targets[i] = NULL;
-                    }
-                }
+        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 (wined3d_rendertarget_view_get_surface(device->fb.depth_stencil) == surface)
-                {
-                    ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
-                    device->fb.depth_stencil = NULL;
-                }
-            }
-            break;
+    if ((rtv = device->fb.depth_stencil) && rtv->resource == resource)
+        ERR("Resource %p is still in use as depth/stencil buffer.\n", resource);
 
+    switch (type)
+    {
         case WINED3D_RTYPE_TEXTURE_2D:
         case WINED3D_RTYPE_TEXTURE_3D:
             for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)




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