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Rebase against 51021faaef8312c35e9772873ad588c194c5c709.
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@@ -4689,7 +4689,7 @@ diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
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return WINED3D_OK;
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}
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@@ -4677,6 +5181,14 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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@@ -4678,6 +5182,14 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
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device, swapchain_desc, mode, callback, reset_state);
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@@ -4704,7 +4704,7 @@ diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
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if (!(swapchain = wined3d_device_get_swapchain(device, 0)))
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{
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ERR("Failed to get the first implicit swapchain.\n");
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@@ -4695,10 +5207,16 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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@@ -4696,10 +5208,16 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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wined3d_texture_decref(device->cursor_texture);
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device->cursor_texture = NULL;
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}
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@@ -4721,7 +4721,7 @@ diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
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{
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for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
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{
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@@ -4707,10 +5225,22 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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@@ -4708,10 +5226,22 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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}
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wined3d_device_set_depth_stencil_view(device, NULL);
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@@ -4744,7 +4744,7 @@ diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
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}
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if (reset_state)
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@@ -4873,27 +5403,48 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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@@ -4876,27 +5406,48 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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if (device->d3d_initialized)
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delete_opengl_contexts(device, swapchain);
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@@ -4793,7 +4793,7 @@ diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
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wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
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}
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@@ -4901,7 +5452,11 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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@@ -4904,7 +5455,11 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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{
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if (reset_state)
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hr = create_primary_opengl_context(device, swapchain);
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@@ -4805,7 +4805,7 @@ diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
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}
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/* All done. There is no need to reload resources or shaders, this will happen automatically on the
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@@ -4983,11 +5538,19 @@ void device_resource_released(struct wined3d_device *device, struct wined3d_reso
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@@ -4986,11 +5541,19 @@ void device_resource_released(struct wined3d_device *device, struct wined3d_reso
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for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
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{
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@@ -4825,7 +4825,7 @@ diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
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ERR("Resource %p is still in use as depth/stencil buffer.\n", resource);
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switch (type)
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@@ -5123,8 +5686,17 @@ HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
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@@ -5126,8 +5689,17 @@ HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
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device->blitter = adapter->blitter;
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@@ -4843,7 +4843,7 @@ diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
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device->update_state = &device->state;
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if (!(device->cs = wined3d_cs_create(device)))
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@@ -5218,3 +5790,58 @@ LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL
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@@ -5221,3 +5793,58 @@ LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL
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else
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return CallWindowProcA(proc, window, message, wparam, lparam);
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}
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