[PATCH 06/11] d3d11: Delay destroying shader resource view until it is no longer referenced.
Józef Kucia
jkucia at codeweavers.com
Thu Apr 27 05:02:49 CDT 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d11/view.c | 30 ++++++++++++++++++++++++++----
1 file changed, 26 insertions(+), 4 deletions(-)
diff --git a/dlls/d3d11/view.c b/dlls/d3d11/view.c
index cdd380b..f1478ba 100644
--- a/dlls/d3d11/view.c
+++ b/dlls/d3d11/view.c
@@ -1891,6 +1891,14 @@ static ULONG STDMETHODCALLTYPE d3d11_shader_resource_view_AddRef(ID3D11ShaderRes
TRACE("%p increasing refcount to %u.\n", view, refcount);
+ if (refcount == 1)
+ {
+ ID3D11Device_AddRef(view->device);
+ wined3d_mutex_lock();
+ wined3d_shader_resource_view_incref(view->wined3d_view);
+ wined3d_mutex_unlock();
+ }
+
return refcount;
}
@@ -1903,12 +1911,13 @@ static ULONG STDMETHODCALLTYPE d3d11_shader_resource_view_Release(ID3D11ShaderRe
if (!refcount)
{
+ ID3D11Device *device = view->device;
+
wined3d_mutex_lock();
wined3d_shader_resource_view_decref(view->wined3d_view);
- ID3D11Device_Release(view->device);
- wined3d_private_store_cleanup(&view->private_store);
wined3d_mutex_unlock();
- HeapFree(GetProcessHeap(), 0, view);
+
+ ID3D11Device_Release(device);
}
return refcount;
@@ -2127,6 +2136,19 @@ static const struct ID3D10ShaderResourceView1Vtbl d3d10_shader_resource_view_vtb
d3d10_shader_resource_view_GetDesc1,
};
+static void STDMETHODCALLTYPE d3d_shader_resource_view_wined3d_object_destroyed(void *parent)
+{
+ struct d3d_shader_resource_view *view = parent;
+
+ wined3d_private_store_cleanup(&view->private_store);
+ HeapFree(GetProcessHeap(), 0, parent);
+}
+
+static const struct wined3d_parent_ops d3d_shader_resource_view_wined3d_parent_ops =
+{
+ d3d_shader_resource_view_wined3d_object_destroyed,
+};
+
static unsigned int wined3d_view_flags_from_d3d11_bufferex_flags(unsigned int d3d11_flags)
{
unsigned int wined3d_flags = d3d11_flags & WINED3D_VIEW_BUFFER_RAW;
@@ -2267,7 +2289,7 @@ static HRESULT d3d_shader_resource_view_init(struct d3d_shader_resource_view *vi
}
if (FAILED(hr = wined3d_shader_resource_view_create(&wined3d_desc, wined3d_resource,
- view, &d3d_null_wined3d_parent_ops, &view->wined3d_view)))
+ view, &d3d_shader_resource_view_wined3d_parent_ops, &view->wined3d_view)))
{
wined3d_mutex_unlock();
WARN("Failed to create wined3d shader resource view, hr %#x.\n", hr);
--
2.10.2
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