Module: wine
Branch: master
Commit: e55754bf740b34e63ca3ae7f6522eb57632614c9
URL: http://source.winehq.org/git/wine.git/?a=commit;h=e55754bf740b34e63ca3ae7f6…
Author: Stefan Dösinger <stefan(a)codeweavers.com>
Date: Sun Apr 10 18:09:31 2016 +0200
wined3d: Discard default pool surfaces on unload.
Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard(a)winehq.org>
---
dlls/wined3d/surface.c | 25 ++++---------------------
1 file changed, 4 insertions(+), 21 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index bbf05db..aab5d73 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -887,27 +887,10 @@ static void surface_unload(struct wined3d_resource *resource)
if (resource->pool == WINED3D_POOL_DEFAULT)
{
- /* Default pool resources are supposed to be destroyed before Reset is called.
- * Implicit resources stay however. So this means we have an implicit render target
- * or depth stencil. The content may be destroyed, but we still have to tear down
- * opengl resources, so we cannot leave early.
- *
- * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
- * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
- * or the depth stencil into an FBO the texture or render buffer will be removed
- * and all flags get lost */
- if (resource->usage & WINED3DUSAGE_DEPTHSTENCIL)
- {
- wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
- wined3d_texture_invalidate_location(texture, sub_resource_idx, ~WINED3D_LOCATION_DISCARDED);
- }
- else
- {
- surface_prepare_system_memory(surface);
- memset(surface->resource.heap_memory, 0, surface->resource.size);
- wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_SYSMEM);
- wined3d_texture_invalidate_location(texture, sub_resource_idx, ~WINED3D_LOCATION_SYSMEM);
- }
+ /* We should only get here on device reset/teardown for implicit
+ * resources. */
+ wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED);
+ wined3d_texture_invalidate_location(texture, sub_resource_idx, ~WINED3D_LOCATION_DISCARDED);
}
else
{