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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