[PATCH 3/5] ddraw: Check if the ddraw object still exists in d3d_device_inner_Release() (Valgrind).

Henri Verbeet hverbeet at codeweavers.com
Wed Apr 29 10:27:35 CDT 2015


---
 dlls/ddraw/ddraw.c  |    3 +++
 dlls/ddraw/device.c |    5 ++++-
 2 files changed, 7 insertions(+), 1 deletion(-)

diff --git a/dlls/ddraw/ddraw.c b/dlls/ddraw/ddraw.c
index ffffa9c..b3caba2 100644
--- a/dlls/ddraw/ddraw.c
+++ b/dlls/ddraw/ddraw.c
@@ -435,6 +435,9 @@ static void ddraw_destroy(struct ddraw *This)
     wined3d_device_decref(This->wined3d_device);
     wined3d_decref(This->wined3d);
 
+    if (This->d3ddevice)
+        This->d3ddevice->ddraw = NULL;
+
     /* Now free the object */
     HeapFree(GetProcessHeap(), 0, This);
 }
diff --git a/dlls/ddraw/device.c b/dlls/ddraw/device.c
index f0f4ac3..bc19897 100644
--- a/dlls/ddraw/device.c
+++ b/dlls/ddraw/device.c
@@ -316,7 +316,10 @@ static ULONG WINAPI d3d_device_inner_Release(IUnknown *iface)
             IUnknown_Release(rt_iface);
         TRACE("Render target release done.\n");
 
-        This->ddraw->d3ddevice = NULL;
+        /* Releasing the render target above may have released the last
+         * reference to the ddraw object. */
+        if (This->ddraw)
+            This->ddraw->d3ddevice = NULL;
 
         /* Now free the structure */
         HeapFree(GetProcessHeap(), 0, This);
-- 
1.7.10.4




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