Module: wine Branch: master Commit: e55754bf740b34e63ca3ae7f6522eb57632614c9 URL: http://source.winehq.org/git/wine.git/?a=commit;h=e55754bf740b34e63ca3ae7f65...
Author: Stefan Dösinger stefan@codeweavers.com Date: Sun Apr 10 18:09:31 2016 +0200
wined3d: Discard default pool surfaces on unload.
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@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 {