[PATCH 2/3] wined3d: Destroy the resource after view in wined3d_unordered_access_view_decref.
Stefan Dösinger
stefandoesinger at gmx.at
Sun Jul 3 10:49:34 CDT 2016
At this point it only serves to stay in sync with shader resource views,
but it may prevent a similar problem once
wined3d_unordered_access_view_destroy_object does more than just call
HeapFree.
Signed-off-by: Stefan Dösinger <stefandoesinger at gmx.at>
---
dlls/wined3d/view.c | 5 +++--
1 file changed, 3 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/view.c b/dlls/wined3d/view.c
index 5318a5d..985c343 100644
--- a/dlls/wined3d/view.c
+++ b/dlls/wined3d/view.c
@@ -439,13 +439,14 @@ ULONG CDECL wined3d_unordered_access_view_decref(struct wined3d_unordered_access
if (!refcount)
{
- struct wined3d_device *device = view->resource->device;
+ struct wined3d_resource *resource = view->resource;
+ struct wined3d_device *device = resource->device;
/* Call wined3d_object_destroyed() before releasing the resource,
* since releasing the resource may end up destroying the parent. */
view->parent_ops->wined3d_object_destroyed(view->parent);
- wined3d_resource_decref(view->resource);
wined3d_cs_emit_destroy_object(device->cs, wined3d_unordered_access_view_destroy_object, view);
+ wined3d_resource_decref(resource);
}
return refcount;
--
2.7.3
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