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wined3d: Dirtify the shader and declaration states if the bound interface is destroyed.
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@ -73,6 +73,18 @@ static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface)
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TRACE("(%p) : Releasing from %d\n", This, This->ref);
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ref = InterlockedDecrement(&This->ref);
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if (ref == 0) {
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/* SetPixelShader does not AddRef. If the bound pixel shader is destroyed, the pointer in the stateblock remains
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* unchanged. Drawing again will most likely crash, even on windows. A problem can occur if the application creates
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* a new pixel shader which resides at the same address. Then SetPixelShader will think it is a NOP change, and won't
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* dirtify the state.
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*
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* Do NOT call GetPixelShader here. This will addRef and cause a recursion. And do NOT set the pixel shader to NULL,
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* Windows does not do that(Although no test exists since they'd crash randomly)
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*/
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if(iface == ((IWineD3DDeviceImpl *) This->baseShader.device)->stateBlock->pixelShader) {
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IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *) This->baseShader.device, STATE_PIXELSHADER);
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}
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if (This->baseShader.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) {
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struct list *linked_programs = &This->baseShader.linked_programs;
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@ -98,6 +98,11 @@ static ULONG WINAPI IWineD3DVertexDeclarationImpl_Release(IWineD3DVertexDeclarat
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TRACE("(%p) : Releasing from %d\n", This, This->ref);
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ref = InterlockedDecrement(&This->ref);
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if (ref == 0) {
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if(iface == This->wineD3DDevice->stateBlock->vertexDecl) {
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/* See comment in PixelShader::Release */
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IWineD3DDeviceImpl_MarkStateDirty(This->wineD3DDevice, STATE_VDECL);
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}
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HeapFree(GetProcessHeap(), 0, This->pDeclarationWine);
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HeapFree(GetProcessHeap(), 0, This);
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}
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@ -464,6 +464,11 @@ static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface
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TRACE("(%p) : Releasing from %d\n", This, This->ref);
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ref = InterlockedDecrement(&This->ref);
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if (ref == 0) {
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if(iface == ((IWineD3DDeviceImpl *) This->baseShader.device)->stateBlock->vertexShader) {
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/* See comment in PixelShader::Release */
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IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *) This->baseShader.device, STATE_VSHADER);
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}
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if (This->baseShader.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) {
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struct list *linked_programs = &This->baseShader.linked_programs;
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