wined3d: Non-primary stateblocks also hold an internal reference to buffers.

This commit is contained in:
Stefan Dösinger 2007-08-19 20:40:44 +02:00 committed by Alexandre Julliard
parent f7530729d5
commit d170aabe20
2 changed files with 45 additions and 8 deletions

View file

@ -514,6 +514,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
}
}
for(i = 0; i < MAX_STREAMS; i++) {
if(object->streamSource[i]) {
IWineD3DVertexBuffer_AddRef(object->streamSource[i]);
}
}
} else if (Type == WINED3DSBT_PIXELSTATE) {
TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
@ -560,6 +566,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
}
}
/* Pixel state blocks do not contain vertex buffers. Set them to NULL to avoid wrong refcounting
* on them. This makes releasing the buffer easier
*/
for(i = 0; i < MAX_STREAMS; i++) {
object->streamSource[i] = NULL;
}
} else if (Type == WINED3DSBT_VERTEXSTATE) {
TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
@ -613,6 +626,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
light->enabledChanged = TRUE;
}
}
for(i = 0; i < MAX_STREAMS; i++) {
if(object->streamSource[i]) {
IWineD3DVertexBuffer_AddRef(object->streamSource[i]);
}
}
} else {
FIXME("Unrecognized state block type %d\n", Type);
}
@ -2237,6 +2256,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface,
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
if(pStreamData) IWineD3DVertexBuffer_AddRef(pStreamData);
if(oldSrc) IWineD3DVertexBuffer_Release(oldSrc);
return WINED3D_OK;
}

View file

@ -262,15 +262,15 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
}
}
}
for (counter = 0; counter < MAX_STREAMS; counter++) {
if(This->streamSource[counter]) {
if(0 != IWineD3DVertexBuffer_Release(This->streamSource[counter])) {
TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
}
if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
}
for (counter = 0; counter < MAX_STREAMS; counter++) {
if(This->streamSource[counter]) {
if(0 != IWineD3DVertexBuffer_Release(This->streamSource[counter])) {
TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
}
}
if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
}
for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
@ -532,6 +532,8 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
targetStateBlock->streamStride[i]);
This->streamStride[i] = targetStateBlock->streamStride[i];
if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
This->streamSource[i] = targetStateBlock->streamSource[i];
}
@ -600,7 +602,6 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
memcpy(This->streamStride, targetStateBlock->streamStride, sizeof(This->streamStride));
memcpy(This->streamOffset, targetStateBlock->streamOffset, sizeof(This->streamOffset));
memcpy(This->streamSource, targetStateBlock->streamSource, sizeof(This->streamSource));
memcpy(This->streamFreq, targetStateBlock->streamFreq, sizeof(This->streamFreq));
memcpy(This->streamFlags, targetStateBlock->streamFlags, sizeof(This->streamFlags));
This->pIndexData = targetStateBlock->pIndexData;
@ -621,6 +622,14 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
memcpy(This->textureState, targetStateBlock->textureState, sizeof(This->textureState));
memcpy(This->samplerState, targetStateBlock->samplerState, sizeof(This->samplerState));
This->scissorRect = targetStateBlock->scissorRect;
for(i = 0; i < MAX_STREAMS; i++) {
if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
This->streamSource[i] = targetStateBlock->streamSource[i];
}
}
} else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
This->vertexShader = targetStateBlock->vertexShader;
memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
@ -640,6 +649,13 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
This->textureState[j][SavedVertexStates_R[i]] = targetStateBlock->textureState[j][SavedVertexStates_R[i]];
}
}
for(i = 0; i < MAX_STREAMS; i++) {
if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
This->streamSource[i] = targetStateBlock->streamSource[i];
}
}
} else if(This->blockType == WINED3DSBT_PIXELSTATE) {
This->pixelShader = targetStateBlock->pixelShader;
memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));