[PATCH 3/3] wined3d: Unload resources in wined3d_device_uninit_3d().

Henri Verbeet hverbeet at codeweavers.com
Fri Dec 6 13:23:48 CST 2019


Instead of in wined3d_device_delete_opengl_contexts_cs(), which is specific to
the GL backend.

Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
 dlls/wined3d/device.c | 20 +++++++++++++-------
 1 file changed, 13 insertions(+), 7 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 90c08876505..0ae841d4e35 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -939,7 +939,6 @@ static void device_init_swapchain_state(struct wined3d_device *device, struct wi
 
 void wined3d_device_delete_opengl_contexts_cs(void *object)
 {
-    struct wined3d_resource *resource, *cursor;
     struct wined3d_swapchain_gl *swapchain_gl;
     struct wined3d_device *device = object;
     struct wined3d_context_gl *context_gl;
@@ -949,12 +948,6 @@ void wined3d_device_delete_opengl_contexts_cs(void *object)
 
     device_gl = wined3d_device_gl(device);
 
-    LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
-    {
-        TRACE("Unloading resource %p.\n", resource);
-        wined3d_cs_emit_unload_resource(device->cs, resource);
-    }
-
     LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
     {
         device->shader_backend->shader_destroy(shader);
@@ -1106,6 +1099,7 @@ static void device_free_sampler(struct wine_rb_entry *entry, void *context)
 void wined3d_device_uninit_3d(struct wined3d_device *device)
 {
     BOOL no3d = device->wined3d->flags & WINED3D_NO3D;
+    struct wined3d_resource *resource, *cursor;
     struct wined3d_rendertarget_view *view;
     struct wined3d_texture *texture;
     unsigned int i;
@@ -1145,6 +1139,12 @@ void wined3d_device_uninit_3d(struct wined3d_device *device)
 
     wine_rb_clear(&device->samplers, device_free_sampler, NULL);
 
+    LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
+    {
+        TRACE("Unloading resource %p.\n", resource);
+        wined3d_cs_emit_unload_resource(device->cs, resource);
+    }
+
     device->adapter->adapter_ops->adapter_uninit_3d(device);
     device->d3d_initialized = FALSE;
 
@@ -5298,6 +5298,12 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
         wined3d_cs_emit_reset_state(device->cs);
         state_cleanup(&device->state);
 
+        LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
+        {
+            TRACE("Unloading resource %p.\n", resource);
+            wined3d_cs_emit_unload_resource(device->cs, resource);
+        }
+
         if (device->d3d_initialized)
             device->adapter->adapter_ops->adapter_uninit_3d(device);
 
-- 
2.11.0




More information about the wine-devel mailing list