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wined3d: Reinstall the internal reference on vertex buffers.
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@ -2240,9 +2240,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface,
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if (pStreamData != NULL) {
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IWineD3DVertexBufferImpl *vbImpl = (IWineD3DVertexBufferImpl *) pStreamData;
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InterlockedIncrement(&vbImpl->bindCount);
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IWineD3DVertexBuffer_AddRef(pStreamData);
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}
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if (oldSrc != NULL) {
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InterlockedDecrement(&((IWineD3DVertexBufferImpl *) oldSrc)->bindCount);
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IWineD3DVertexBuffer_Release(oldSrc);
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}
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
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@ -4752,13 +4754,16 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface,
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UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
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UINT VertexStreamZeroStride) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DVertexBuffer *vb;
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TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
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debug_d3dprimitivetype(PrimitiveType),
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PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
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/* Note in the following, it's not this type, but that's the purpose of streamIsUP */
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vb = This->stateBlock->streamSource[0];
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This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
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if(vb) IWineD3DVertexBuffer_Release(vb);
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This->stateBlock->streamOffset[0] = 0;
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This->stateBlock->streamStride[0] = VertexStreamZeroStride;
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This->stateBlock->streamIsUP = TRUE;
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@ -4787,6 +4792,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *
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UINT VertexStreamZeroStride) {
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int idxStride;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DVertexBuffer *vb;
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IWineD3DIndexBuffer *ib;
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TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
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@ -4801,7 +4807,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *
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}
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/* Note in the following, it's not this type, but that's the purpose of streamIsUP */
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vb = This->stateBlock->streamSource[0];
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This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
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if(vb) IWineD3DVertexBuffer_Release(vb);
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This->stateBlock->streamIsUP = TRUE;
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This->stateBlock->streamOffset[0] = 0;
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This->stateBlock->streamStride[0] = VertexStreamZeroStride;
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@ -262,6 +262,13 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
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}
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}
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}
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for (counter = 0; counter < MAX_STREAMS; counter++) {
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if(This->streamSource[counter]) {
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if(0 != IWineD3DVertexBuffer_Release(This->streamSource[counter])) {
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TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
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}
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}
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}
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if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
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}
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