[PATCH 1/5] wined3d: Simplify shader_arb_destroy().

Józef Kucia jkucia at codeweavers.com
Tue Aug 21 03:24:26 CDT 2018


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/wined3d/arb_program_shader.c | 54 +++++++++++++++------------------------
 1 file changed, 20 insertions(+), 34 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 00b326fcee5f..7cd7d2d03085 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -4733,56 +4733,42 @@ static void shader_arb_disable(void *shader_priv, struct wined3d_context *contex
 static void shader_arb_destroy(struct wined3d_shader *shader)
 {
     struct wined3d_device *device = shader->device;
-    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
+    const struct wined3d_gl_info *gl_info;
+    struct wined3d_context *context;
+    unsigned int i;
+
+    /* This can happen if a shader was never compiled */
+    if (!shader->backend_data)
+        return;
+
+    context = context_acquire(device, NULL, 0);
+    gl_info = context->gl_info;
 
     if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
     {
         struct arb_pshader_private *shader_data = shader->backend_data;
-        UINT i;
-
-        if(!shader_data) return; /* This can happen if a shader was never compiled */
-
-        if (shader_data->num_gl_shaders)
-        {
-            struct wined3d_context *context = context_acquire(device, NULL, 0);
 
-            for (i = 0; i < shader_data->num_gl_shaders; ++i)
-            {
-                GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
-                checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
-            }
-
-            context_release(context);
-        }
+        for (i = 0; i < shader_data->num_gl_shaders; ++i)
+            GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
 
         heap_free(shader_data->gl_shaders);
-        heap_free(shader_data);
-        shader->backend_data = NULL;
     }
     else
     {
         struct arb_vshader_private *shader_data = shader->backend_data;
-        UINT i;
 
-        if(!shader_data) return; /* This can happen if a shader was never compiled */
+        for (i = 0; i < shader_data->num_gl_shaders; ++i)
+            GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
 
-        if (shader_data->num_gl_shaders)
-        {
-            struct wined3d_context *context = context_acquire(device, NULL, 0);
+        heap_free(shader_data->gl_shaders);
+    }
 
-            for (i = 0; i < shader_data->num_gl_shaders; ++i)
-            {
-                GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
-                checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
-            }
+    checkGLcall("delete programs");
 
-            context_release(context);
-        }
+    context_release(context);
 
-        heap_free(shader_data->gl_shaders);
-        heap_free(shader_data);
-        shader->backend_data = NULL;
-    }
+    heap_free(shader->backend_data);
+    shader->backend_data = NULL;
 }
 
 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
-- 
2.16.4




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