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wined3d: Reattach FBO attachments when any of the corresponding surfaces is unloaded.
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@ -129,6 +129,8 @@ void basetexture_unload(IWineD3DBaseTexture *iface)
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This->baseTexture.texture_rgb.dirty = TRUE;
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This->baseTexture.texture_srgb.dirty = TRUE;
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resource_unload((IWineD3DResourceImpl *)This);
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}
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DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
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@ -720,6 +720,8 @@ static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
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This->conversion_stride = 0;
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This->flags &= ~WINED3D_BUFFER_HASDESC;
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}
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resource_unload((IWineD3DResourceImpl *)This);
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}
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static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
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@ -650,50 +650,78 @@ void context_free_event_query(struct wined3d_event_query *query)
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context->free_event_queries[context->free_event_query_count++] = query->object;
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}
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void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
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typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
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static void context_enum_surface_fbo_entries(IWineD3DDeviceImpl *device,
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IWineD3DSurfaceImpl *surface, context_fbo_entry_func_t *callback)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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UINT i;
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if (!This->d3d_initialized) return;
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switch(type)
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for (i = 0; i < device->numContexts; ++i)
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{
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case WINED3DRTYPE_SURFACE:
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struct wined3d_context *context = device->contexts[i];
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct fbo_entry *entry, *entry2;
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if (context->current_rt == surface) context->current_rt = NULL;
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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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for (i = 0; i < This->numContexts; ++i)
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UINT j;
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if (entry->depth_stencil == surface)
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{
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struct wined3d_context *context = This->contexts[i];
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct fbo_entry *entry, *entry2;
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if (context->current_rt == (IWineD3DSurfaceImpl *)resource) context->current_rt = NULL;
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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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UINT j;
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if (entry->depth_stencil == (IWineD3DSurfaceImpl *)resource)
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{
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list_remove(&entry->entry);
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list_add_head(&context->fbo_destroy_list, &entry->entry);
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continue;
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}
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for (j = 0; j < gl_info->limits.buffers; ++j)
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{
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if (entry->render_targets[j] == (IWineD3DSurfaceImpl *)resource)
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{
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list_remove(&entry->entry);
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list_add_head(&context->fbo_destroy_list, &entry->entry);
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break;
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}
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}
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}
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callback(context, entry);
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continue;
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}
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break;
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for (j = 0; j < gl_info->limits.buffers; ++j)
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{
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if (entry->render_targets[j] == surface)
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{
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callback(context, entry);
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break;
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}
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}
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}
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}
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}
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static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
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{
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list_remove(&entry->entry);
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list_add_head(&context->fbo_destroy_list, &entry->entry);
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}
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void context_resource_released(IWineD3DDeviceImpl *device, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
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{
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if (!device->d3d_initialized) return;
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switch (type)
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{
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case WINED3DRTYPE_SURFACE:
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context_enum_surface_fbo_entries(device, (IWineD3DSurfaceImpl *)resource,
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context_queue_fbo_entry_destruction);
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break;
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default:
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break;
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}
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}
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static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
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{
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entry->attached = FALSE;
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}
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void context_resource_unloaded(IWineD3DDeviceImpl *device, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
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{
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switch (type)
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{
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case WINED3DRTYPE_SURFACE:
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context_enum_surface_fbo_entries(device, (IWineD3DSurfaceImpl *)resource,
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context_detach_fbo_entry);
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break;
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default:
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break;
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@ -6546,7 +6546,7 @@ void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resour
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TRACE("(%p) : resource %p\n", This, resource);
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context_resource_released((IWineD3DDevice *)This, resource, type);
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context_resource_released(This, resource, type);
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switch (type) {
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/* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
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@ -105,6 +105,12 @@ void resource_cleanup(IWineD3DResource *iface)
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if (This->resource.device) device_resource_released(This->resource.device, iface);
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}
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void resource_unload(IWineD3DResourceImpl *resource)
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{
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context_resource_unloaded(resource->resource.device, (IWineD3DResource *)resource,
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resource->resource.resourceType);
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}
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static PrivateData* resource_find_private_data(IWineD3DResourceImpl *This, REFGUID tag)
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{
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PrivateData *data;
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@ -1230,6 +1230,8 @@ static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
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}
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context_release(context);
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resource_unload((IWineD3DResourceImpl *)This);
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}
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/* ******************************************************
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@ -166,11 +166,14 @@ static void WINAPI IWineD3DVolumeImpl_PreLoad(IWineD3DVolume *iface) {
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FIXME("iface %p stub!\n", iface);
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}
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static void WINAPI IWineD3DVolumeImpl_UnLoad(IWineD3DVolume *iface) {
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/* The whole content is shadowed on This->resource.allocatedMemory, and the
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* texture name is managed by the VolumeTexture container
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*/
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TRACE("(%p): Nothing to do\n", iface);
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static void WINAPI IWineD3DVolumeImpl_UnLoad(IWineD3DVolume *iface)
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{
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TRACE("iface %p.\n", iface);
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/* The whole content is shadowed on This->resource.allocatedMemory, and
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* the texture name is managed by the VolumeTexture container. */
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resource_unload((IWineD3DResourceImpl *)iface);
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}
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static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeImpl_GetType(IWineD3DVolume *iface) {
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@ -1177,7 +1177,9 @@ void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPE
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struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
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DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
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void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
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void context_resource_released(IWineD3DDevice *iface,
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void context_resource_released(IWineD3DDeviceImpl *device,
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IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
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void context_resource_unloaded(IWineD3DDeviceImpl *device,
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IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
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BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
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void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
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@ -1776,6 +1778,7 @@ WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
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DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
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HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
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const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
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void resource_unload(IWineD3DResourceImpl *resource) DECLSPEC_HIDDEN;
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/* Tests show that the start address of resources is 32 byte aligned */
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#define RESOURCE_ALIGNMENT 16
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