[PATCH 2/8] d3d11: Do not keep reference to resources.

Józef Kucia jkucia at codeweavers.com
Thu Feb 2 05:43:36 CST 2017


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/d3d11/tests/d3d11.c | 12 ++++++------
 dlls/d3d11/view.c        |  9 +--------
 2 files changed, 7 insertions(+), 14 deletions(-)

diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index f83e764..b4f4eef 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -2755,7 +2755,7 @@ static void test_create_depthstencil_view(void)
         hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)texture, current_desc, &dsview);
         ok(SUCCEEDED(hr), "Test %u: Failed to create depth stencil view, hr %#x.\n", i, hr);
         refcount = get_refcount((IUnknown *)texture);
-        todo_wine ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount);
+        ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount);
 
         hr = ID3D11DepthStencilView_QueryInterface(dsview, &IID_ID3D10DepthStencilView, (void **)&iface);
         ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
@@ -3119,7 +3119,7 @@ static void test_create_rendertarget_view(void)
         hr = ID3D11Device_CreateRenderTargetView(device, texture, current_desc, &rtview);
         ok(SUCCEEDED(hr), "Test %u: Failed to create render target view, hr %#x.\n", i, hr);
         refcount = get_refcount((IUnknown *)texture);
-        todo_wine ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount);
+        ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount);
 
         hr = ID3D11RenderTargetView_QueryInterface(rtview, &IID_ID3D10RenderTargetView, (void **)&iface);
         ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
@@ -3478,7 +3478,7 @@ static void test_create_shader_resource_view(void)
         hr = ID3D11Device_CreateShaderResourceView(device, texture, current_desc, &srview);
         ok(SUCCEEDED(hr), "Test %u: Failed to create a shader resource view, hr %#x.\n", i, hr);
         refcount = get_refcount((IUnknown *)texture);
-        todo_wine ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount);
+        ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount);
 
         hr = ID3D11ShaderResourceView_QueryInterface(srview, &IID_ID3D10ShaderResourceView, (void **)&iface);
         ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
@@ -8164,7 +8164,7 @@ static void test_swapchain_views(void)
     context = test_context.immediate_context;
 
     refcount = get_refcount((IUnknown *)test_context.backbuffer);
-    todo_wine ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
+    ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
 
     draw_color_quad(&test_context, &color);
     check_texture_color(test_context.backbuffer, 0xff7f4c33, 1);
@@ -8177,7 +8177,7 @@ static void test_swapchain_views(void)
     ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
 
     refcount = get_refcount((IUnknown *)test_context.backbuffer);
-    todo_wine ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
+    ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
 
     draw_color_quad(&test_context, &color);
     todo_wine check_texture_color(test_context.backbuffer, 0xffbc957c, 1);
@@ -10396,7 +10396,7 @@ static void test_create_unordered_access_view(void)
         hr = ID3D11Device_CreateUnorderedAccessView(device, texture, current_desc, &uav);
         ok(SUCCEEDED(hr), "Test %u: Failed to create unordered access view, hr %#x.\n", i, hr);
         refcount = get_refcount((IUnknown *)texture);
-        todo_wine ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount);
+        ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount);
 
         memset(&uav_desc, 0, sizeof(uav_desc));
         ID3D11UnorderedAccessView_GetDesc(uav, &uav_desc);
diff --git a/dlls/d3d11/view.c b/dlls/d3d11/view.c
index 06f4011..92fc37c 100644
--- a/dlls/d3d11/view.c
+++ b/dlls/d3d11/view.c
@@ -996,7 +996,6 @@ static ULONG STDMETHODCALLTYPE d3d11_depthstencil_view_Release(ID3D11DepthStenci
     {
         wined3d_mutex_lock();
         wined3d_rendertarget_view_decref(view->wined3d_view);
-        ID3D11Resource_Release(view->resource);
         ID3D11Device_Release(view->device);
         wined3d_private_store_cleanup(&view->private_store);
         wined3d_mutex_unlock();
@@ -1312,7 +1311,6 @@ static HRESULT d3d_depthstencil_view_init(struct d3d_depthstencil_view *view, st
     wined3d_private_store_init(&view->private_store);
     wined3d_mutex_unlock();
     view->resource = resource;
-    ID3D11Resource_AddRef(resource);
     view->device = &device->ID3D11Device_iface;
     ID3D11Device_AddRef(view->device);
 
@@ -1419,7 +1417,6 @@ static ULONG STDMETHODCALLTYPE d3d11_rendertarget_view_Release(ID3D11RenderTarge
     {
         wined3d_mutex_lock();
         wined3d_rendertarget_view_decref(view->wined3d_view);
-        ID3D11Resource_Release(view->resource);
         ID3D11Device_Release(view->device);
         wined3d_private_store_cleanup(&view->private_store);
         wined3d_mutex_unlock();
@@ -1740,7 +1737,6 @@ static HRESULT d3d_rendertarget_view_init(struct d3d_rendertarget_view *view, st
     wined3d_private_store_init(&view->private_store);
     wined3d_mutex_unlock();
     view->resource = resource;
-    ID3D11Resource_AddRef(resource);
     view->device = &device->ID3D11Device_iface;
     ID3D11Device_AddRef(view->device);
 
@@ -1848,7 +1844,6 @@ static ULONG STDMETHODCALLTYPE d3d11_shader_resource_view_Release(ID3D11ShaderRe
     {
         wined3d_mutex_lock();
         wined3d_shader_resource_view_decref(view->wined3d_view);
-        ID3D11Resource_Release(view->resource);
         ID3D11Device_Release(view->device);
         wined3d_private_store_cleanup(&view->private_store);
         wined3d_mutex_unlock();
@@ -2221,7 +2216,6 @@ static HRESULT d3d_shader_resource_view_init(struct d3d_shader_resource_view *vi
     wined3d_private_store_init(&view->private_store);
     wined3d_mutex_unlock();
     view->resource = resource;
-    ID3D11Resource_AddRef(resource);
     view->device = &device->ID3D11Device_iface;
     ID3D11Device_AddRef(view->device);
 
@@ -2314,7 +2308,6 @@ static ULONG STDMETHODCALLTYPE d3d11_unordered_access_view_Release(ID3D11Unorder
     {
         wined3d_mutex_lock();
         wined3d_unordered_access_view_decref(view->wined3d_view);
-        ID3D11Resource_Release(view->resource);
         ID3D11Device_Release(view->device);
         wined3d_private_store_cleanup(&view->private_store);
         wined3d_mutex_unlock();
@@ -2510,7 +2503,7 @@ static HRESULT d3d11_unordered_access_view_init(struct d3d11_unordered_access_vi
 
     wined3d_private_store_init(&view->private_store);
     wined3d_mutex_unlock();
-    ID3D11Resource_AddRef(view->resource = resource);
+    view->resource = resource;
     ID3D11Device_AddRef(view->device = &device->ID3D11Device_iface);
 
     return S_OK;
-- 
2.10.2




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