[PATCH 1/5] wined3d: Use wined3d_cs_emit_unload_resource() in delete_opengl_contexts().

Henri Verbeet hverbeet at codeweavers.com
Wed Aug 10 11:44:44 CDT 2016


Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
 dlls/wined3d/device.c | 8 ++++----
 1 file changed, 4 insertions(+), 4 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 2215af8..406dca9 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -4556,13 +4556,10 @@ static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d
     struct wined3d_context *context;
     struct wined3d_shader *shader;
 
-    context = context_acquire(device, NULL);
-    gl_info = context->gl_info;
-
     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
     {
         TRACE("Unloading resource %p.\n", resource);
-        resource->resource_ops->resource_unload(resource);
+        wined3d_cs_emit_unload_resource(device->cs, resource);
     }
 
     LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
@@ -4570,6 +4567,9 @@ static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d
         device->shader_backend->shader_destroy(shader);
     }
 
+    context = context_acquire(device, NULL);
+    gl_info = context->gl_info;
+
     if (device->depth_blt_texture)
     {
         gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
-- 
2.1.4




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