[PATCH 2/2] wined3d: Set the depth/stencil buffer to NULL before releasing it.

Henri Verbeet hverbeet at codeweavers.com
Tue Oct 5 07:32:36 CDT 2010


To prevent device_resource_released() from detecting it as still in use.
---
 dlls/wined3d/device.c |   16 +++++++++++-----
 1 files changed, 11 insertions(+), 5 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 1e42409..7b2b8ce 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -2107,13 +2107,19 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface,
         This->onscreen_depth_stencil = NULL;
     }
 
-    TRACE("Releasing the depth stencil buffer at %p\n", This->depth_stencil);
-    if (This->depth_stencil && IWineD3DSurface_Release((IWineD3DSurface *)This->depth_stencil))
+    if (This->depth_stencil)
     {
-        if (This->auto_depth_stencil != This->depth_stencil)
-            FIXME("(%p) Something is still holding the depth/stencil buffer.\n",This);
+        IWineD3DSurfaceImpl *ds = This->depth_stencil;
+
+        TRACE("Releasing depth/stencil buffer %p.\n", ds);
+
+        This->depth_stencil = NULL;
+        if (IWineD3DSurface_Release((IWineD3DSurface *)ds)
+                && ds != This->auto_depth_stencil)
+        {
+            ERR("Something is still holding a reference to depth/stencil buffer %p.\n", ds);
+        }
     }
-    This->depth_stencil = NULL;
 
     TRACE("Releasing the render target at %p\n", This->render_targets[0]);
     IWineD3DSurface_Release((IWineD3DSurface *)This->render_targets[0]);
-- 
1.7.2.2




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