wined3d: Release the stateblock only after mode setting in wined3d_device_reset().

While we're allowed to leave the device in a somewhat inconsistent state after
a failed reset, such a state should be recoverable by calling reset again. If
e.g. mode setting were to fail between the point where we destroy and recreate
the stateblock a subsequent reset would crash because the device doesn't have
a stateblock anymore.
This commit is contained in:
Henri Verbeet 2012-06-26 15:32:10 +02:00 committed by Alexandre Julliard
parent 0ee3007963
commit d93e61f249

View file

@ -5293,10 +5293,6 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
if (swapchain_desc->enable_auto_depth_stencil)
wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
TRACE("Resetting stateblock\n");
wined3d_stateblock_decref(device->updateStateBlock);
wined3d_stateblock_decref(device->stateBlock);
if (swapchain_desc->windowed)
{
mode.width = swapchain->orig_width;
@ -5377,9 +5373,6 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
}
}
if (device->d3d_initialized)
delete_opengl_contexts(device, swapchain);
if (!swapchain_desc->windowed != !swapchain->desc.windowed
|| DisplayModeChanged)
{
@ -5443,6 +5436,13 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
device->exStyle = exStyle;
}
TRACE("Resetting stateblock.\n");
wined3d_stateblock_decref(device->updateStateBlock);
wined3d_stateblock_decref(device->stateBlock);
if (device->d3d_initialized)
delete_opengl_contexts(device, swapchain);
/* Note: No parent needed for initial internal stateblock */
hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
if (FAILED(hr))