Am Sonntag, 5. April 2009 11:32:38 schrieb paulo lesgaz:
Hello,
looking at the web page: http://www.nabble.com/d3d:-Bug-in-handling-of-depth-stencil-surfaces,-and-p otential-patch-td19907752.html
I read that there are problems with the ref count in d3d wine implementation.
Does there exist any plan to fix it? Or can we try to implement the Jim's idea about it?
I looked at this some time ago but got distracted and dropped it again.
The problem doesn't just apply to depth stencil surfaces but to all other objects as well(buffers, textures, shaders, ...). We already keep an internal refcount, sort of - The refcount of the wined3d object. This refcount is already addrefed in Set*. So when the d3d9 object is released, the wined3d one stays intact and can be used for rendering. However, things currently fail if the app tries to retrieve the original object with a getter.
My idea was to add a callback to d3d9(and other) objects to allow wined3d trigger the final release.