=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: d3d11: Fix refcounting for shaders.
Alexandre Julliard
julliard at winehq.org
Wed Apr 26 16:03:14 CDT 2017
Module: wine
Branch: master
Commit: 51d58f9962c92bb2268143383499b1e9b68d12fc
URL: http://source.winehq.org/git/wine.git/?a=commit;h=51d58f9962c92bb2268143383499b1e9b68d12fc
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Wed Apr 26 13:19:57 2017 +0200
d3d11: Fix refcounting for shaders.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/d3d11/shader.c | 32 ++++++++++++++++++++++++++++++++
1 file changed, 32 insertions(+)
diff --git a/dlls/d3d11/shader.c b/dlls/d3d11/shader.c
index 6266a34..b8c50d9 100644
--- a/dlls/d3d11/shader.c
+++ b/dlls/d3d11/shader.c
@@ -635,6 +635,14 @@ static ULONG STDMETHODCALLTYPE d3d11_hull_shader_AddRef(ID3D11HullShader *iface)
TRACE("%p increasing refcount to %u.\n", shader, refcount);
+ if (refcount == 1)
+ {
+ ID3D11Device_AddRef(shader->device);
+ wined3d_mutex_lock();
+ wined3d_shader_incref(shader->wined3d_shader);
+ wined3d_mutex_unlock();
+ }
+
return refcount;
}
@@ -831,6 +839,14 @@ static ULONG STDMETHODCALLTYPE d3d11_domain_shader_AddRef(ID3D11DomainShader *if
TRACE("%p increasing refcount to %u.\n", shader, refcount);
+ if (refcount == 1)
+ {
+ ID3D11Device_AddRef(shader->device);
+ wined3d_mutex_lock();
+ wined3d_shader_incref(shader->wined3d_shader);
+ wined3d_mutex_unlock();
+ }
+
return refcount;
}
@@ -1037,6 +1053,14 @@ static ULONG STDMETHODCALLTYPE d3d11_geometry_shader_AddRef(ID3D11GeometryShader
TRACE("%p increasing refcount to %u.\n", shader, refcount);
+ if (refcount == 1)
+ {
+ ID3D11Device_AddRef(shader->device);
+ wined3d_mutex_lock();
+ wined3d_shader_incref(shader->wined3d_shader);
+ wined3d_mutex_unlock();
+ }
+
return refcount;
}
@@ -1890,6 +1914,14 @@ static ULONG STDMETHODCALLTYPE d3d11_compute_shader_AddRef(ID3D11ComputeShader *
TRACE("%p increasing refcount to %u.\n", shader, refcount);
+ if (refcount == 1)
+ {
+ ID3D11Device_AddRef(shader->device);
+ wined3d_mutex_lock();
+ wined3d_shader_incref(shader->wined3d_shader);
+ wined3d_mutex_unlock();
+ }
+
return refcount;
}
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