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wined3d: Decrement fbo_entry_count when one is removed from the list.
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1d757fd6da
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@ -259,13 +259,14 @@ static void context_reuse_fbo_entry(IWineD3DDevice *iface, struct fbo_entry *ent
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}
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/* GL locking is done by the caller */
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static void context_destroy_fbo_entry(IWineD3DDeviceImpl *This, struct fbo_entry *entry)
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static void context_destroy_fbo_entry(IWineD3DDeviceImpl *This, WineD3DContext *context, struct fbo_entry *entry)
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{
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if (entry->id)
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{
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TRACE("Destroy FBO %d\n", entry->id);
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context_destroy_fbo(This, &entry->id);
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}
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--context->fbo_entry_count;
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list_remove(&entry->entry);
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HeapFree(GetProcessHeap(), 0, entry->render_targets);
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HeapFree(GetProcessHeap(), 0, entry);
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@ -381,11 +382,12 @@ void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource
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{
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for (i = 0; i < This->numContexts; ++i)
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{
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WineD3DContext *context = This->contexts[i];
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struct fbo_entry *entry, *entry2;
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ENTER_GL();
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LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->contexts[i]->fbo_list, struct fbo_entry, entry)
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LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
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{
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BOOL destroyed = FALSE;
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UINT j;
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@ -394,13 +396,13 @@ void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource
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{
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if (entry->render_targets[j] == (IWineD3DSurface *)resource)
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{
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context_destroy_fbo_entry(This, entry);
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context_destroy_fbo_entry(This, context, entry);
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destroyed = TRUE;
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}
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}
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if (!destroyed && entry->depth_stencil == (IWineD3DSurface *)resource)
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context_destroy_fbo_entry(This, entry);
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context_destroy_fbo_entry(This, context, entry);
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}
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LEAVE_GL();
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@ -1053,7 +1055,7 @@ void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
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ENTER_GL();
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LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
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context_destroy_fbo_entry(This, entry);
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context_destroy_fbo_entry(This, context, entry);
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}
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if (context->src_fbo) {
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TRACE("Destroy src FBO %d\n", context->src_fbo);
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