d3d9: Hold the lock in stateblock methods.

This commit is contained in:
Stefan Dösinger 2007-06-12 13:50:51 +02:00 committed by Alexandre Julliard
parent 9570cd5be4
commit 80f792f350

View file

@ -57,7 +57,9 @@ static ULONG WINAPI IDirect3DStateBlock9Impl_Release(LPDIRECT3DSTATEBLOCK9 iface
TRACE("(%p) : ReleaseRef to %d\n", This, ref);
if (ref == 0) {
EnterCriticalSection(&d3d9_cs);
IWineD3DStateBlock_Release(This->wineD3DStateBlock);
LeaveCriticalSection(&d3d9_cs);
IUnknown_Release(This->parentDevice);
HeapFree(GetProcessHeap(), 0, This);
}
@ -67,20 +69,35 @@ static ULONG WINAPI IDirect3DStateBlock9Impl_Release(LPDIRECT3DSTATEBLOCK9 iface
/* IDirect3DStateBlock9 Interface follow: */
static HRESULT WINAPI IDirect3DStateBlock9Impl_GetDevice(LPDIRECT3DSTATEBLOCK9 iface, IDirect3DDevice9** ppDevice) {
IDirect3DStateBlock9Impl *This = (IDirect3DStateBlock9Impl *)iface;
TRACE("(%p) Relay\n", This);
return IDirect3DResource9Impl_GetDevice((LPDIRECT3DRESOURCE9) This, ppDevice);
HRESULT hr;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IDirect3DResource9Impl_GetDevice((LPDIRECT3DRESOURCE9) This, ppDevice);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
static HRESULT WINAPI IDirect3DStateBlock9Impl_Capture(LPDIRECT3DSTATEBLOCK9 iface) {
IDirect3DStateBlock9Impl *This = (IDirect3DStateBlock9Impl *)iface;
HRESULT hr;
TRACE("(%p) Relay\n", This);
return IWineD3DStateBlock_Capture(This->wineD3DStateBlock);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DStateBlock_Capture(This->wineD3DStateBlock);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
static HRESULT WINAPI IDirect3DStateBlock9Impl_Apply(LPDIRECT3DSTATEBLOCK9 iface) {
IDirect3DStateBlock9Impl *This = (IDirect3DStateBlock9Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DStateBlock_Apply(This->wineD3DStateBlock);
HRESULT hr;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DStateBlock_Apply(This->wineD3DStateBlock);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
@ -110,7 +127,9 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateStateBlock(LPDIRECT3DDEVICE9 iface, D3
object->lpVtbl = &Direct3DStateBlock9_Vtbl;
object->ref = 1;
EnterCriticalSection(&d3d9_cs);
hrc = IWineD3DDevice_CreateStateBlock(This->WineD3DDevice, (WINED3DSTATEBLOCKTYPE)Type, &object->wineD3DStateBlock, (IUnknown*)object);
LeaveCriticalSection(&d3d9_cs);
if(hrc != D3D_OK){
FIXME("(%p) Call to IWineD3DDevice_CreateStateBlock failed.\n", This);
HeapFree(GetProcessHeap(), 0, object);
@ -126,8 +145,13 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateStateBlock(LPDIRECT3DDEVICE9 iface, D3
HRESULT WINAPI IDirect3DDevice9Impl_BeginStateBlock(LPDIRECT3DDEVICE9 iface) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DDevice_BeginStateBlock(This->WineD3DDevice);
HRESULT hr;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DDevice_BeginStateBlock(This->WineD3DDevice);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
HRESULT WINAPI IDirect3DDevice9Impl_EndStateBlock(LPDIRECT3DDEVICE9 iface, IDirect3DStateBlock9** ppSB) {
@ -141,7 +165,9 @@ HRESULT WINAPI IDirect3DDevice9Impl_EndStateBlock(LPDIRECT3DDEVICE9 iface, IDi
/* Tell wineD3D to endstatablock before anything else (in case we run out
* of memory later and cause locking problems)
*/
EnterCriticalSection(&d3d9_cs);
hr=IWineD3DDevice_EndStateBlock(This->WineD3DDevice,&wineD3DStateBlock);
LeaveCriticalSection(&d3d9_cs);
if(hr!= D3D_OK){
FIXME("IWineD3DDevice_EndStateBlock returned an error\n");
return hr;