Rebase against 51021faaef8312c35e9772873ad588c194c5c709.

This commit is contained in:
Sebastian Lackner
2016-08-16 23:13:29 +02:00
parent 4a42867417
commit 38d1d5a2fe
3 changed files with 30 additions and 29 deletions

View File

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