Henri Verbeet : wined3d: Get rid of the "d3d_initialized" check in device_resource_released().

Alexandre Julliard julliard at winehq.org
Wed Jun 3 16:40:56 CDT 2020


Module: wine
Branch: master
Commit: cc6d90b8236ce5ba73b09e6f5eeb164e506a07a7
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=cc6d90b8236ce5ba73b09e6f5eeb164e506a07a7

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Wed Jun  3 15:58:05 2020 +0430

wined3d: Get rid of the "d3d_initialized" check in device_resource_released().

This used to protect against accessing the framebuffer state on the no3d
adapter; that's no longer a concern.

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

---

 dlls/wined3d/device.c | 15 ++++++---------
 1 file changed, 6 insertions(+), 9 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 4544e28bc4..2ce3e346ef 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -5493,18 +5493,15 @@ void device_resource_released(struct wined3d_device *device, struct wined3d_reso
 
     TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
 
-    if (device->d3d_initialized)
+    for (i = 0; i < ARRAY_SIZE(device->state.fb.render_targets); ++i)
     {
-        for (i = 0; i < ARRAY_SIZE(device->state.fb.render_targets); ++i)
-        {
-            if ((rtv = device->state.fb.render_targets[i]) && rtv->resource == resource)
-                ERR("Resource %p is still in use as render target %u.\n", resource, i);
-        }
-
-        if ((rtv = device->state.fb.depth_stencil) && rtv->resource == resource)
-            ERR("Resource %p is still in use as depth/stencil buffer.\n", resource);
+        if ((rtv = device->state.fb.render_targets[i]) && rtv->resource == resource)
+            ERR("Resource %p is still in use as render target %u.\n", resource, i);
     }
 
+    if ((rtv = device->state.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_1D:




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