Henri Verbeet : wined3d: Setup and tear down the shader backend for the Vulkan adapter.

Alexandre Julliard julliard at winehq.org
Thu Aug 8 19:27:19 CDT 2019


Module: wine
Branch: master
Commit: 3ab6b8293229bfeec31a74e6f514681ab91b4cef
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=3ab6b8293229bfeec31a74e6f514681ab91b4cef

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Thu Aug  8 03:35:06 2019 +0430

wined3d: Setup and tear down the shader backend for the Vulkan adapter.

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

---

 dlls/wined3d/adapter_vk.c | 17 +++++++++++++++++
 1 file changed, 17 insertions(+)

diff --git a/dlls/wined3d/adapter_vk.c b/dlls/wined3d/adapter_vk.c
index 50f173f..cdb5c97 100644
--- a/dlls/wined3d/adapter_vk.c
+++ b/dlls/wined3d/adapter_vk.c
@@ -413,9 +413,18 @@ static HRESULT adapter_vk_init_3d(struct wined3d_device *device)
         return 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);
+        wined3d_context_vk_cleanup(context_vk);
+        return hr;
+    }
+
     if (!device_context_add(device, &context_vk->c))
     {
         ERR("Failed to add the newly created context to the context list.\n");
+        device->shader_backend->shader_free_private(device, NULL);
         wined3d_context_vk_cleanup(context_vk);
         return E_FAIL;
     }
@@ -426,6 +435,7 @@ static HRESULT adapter_vk_init_3d(struct wined3d_device *device)
     {
         ERR("Failed to create CPU blitter.\n");
         device_context_remove(device, &context_vk->c);
+        device->shader_backend->shader_free_private(device, NULL);
         wined3d_context_vk_cleanup(context_vk);
         return E_FAIL;
     }
@@ -436,13 +446,20 @@ static HRESULT adapter_vk_init_3d(struct wined3d_device *device)
 static void adapter_vk_uninit_3d(struct wined3d_device *device)
 {
     struct wined3d_context_vk *context_vk;
+    struct wined3d_shader *shader;
 
     TRACE("device %p.\n", device);
 
+    LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
+    {
+        device->shader_backend->shader_destroy(shader);
+    }
+
     device->blitter->ops->blitter_destroy(device->blitter, NULL);
 
     context_vk = &wined3d_device_vk(device)->context_vk;
     device_context_remove(device, &context_vk->c);
+    device->shader_backend->shader_free_private(device, NULL);
     wined3d_context_vk_cleanup(context_vk);
 }
 




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