Update to be informational only
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@ -5576,45 +5576,37 @@ ULONG WINAPI XTL::EMUPATCH(D3DResource_Release)
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// Was the Xbox resource freed?
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if (uRet == 0) {
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// We should free any variables storing the resource when freed
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// HACK: For now, we skip the release when the resource has a non-zero internal ref count
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// We also skip the release if we still have a cached variable containing this value
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// This is a (small) memory leak, but prevents incorrectly freeing an in-use resource
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// This is a *temporary* work around until solving https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/issues/1665
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// Generate some test cases so we know what to investigate/re-test after
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// solving https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/issues/1665
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if ((pThis->Common & X_D3DCOMMON_INTREFCOUNT_MASK) != 0) {
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LOG_TEST_CASE("Skipping Release of resource with a non-zero internal reference count");
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RETURN(uRet);
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LOG_TEST_CASE("Release of resource with a non-zero internal reference count");
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}
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if (pThis == g_pXboxRenderTarget) {
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LOG_TEST_CASE("Skipping release of active Xbox Render Target");
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RETURN(uRet);
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//g_pXboxRenderTarget = nullptr;
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LOG_TEST_CASE("Release of active Xbox Render Target");
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g_pXboxRenderTarget = nullptr;
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}
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if (pThis == g_pXboxDepthStencil) {
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LOG_TEST_CASE("Skipping release of active Xbox Depth Stencil");
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RETURN(uRet);
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//g_pXboxDepthStencil = nullptr;
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LOG_TEST_CASE("Release of active Xbox Depth Stencil");
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g_pXboxDepthStencil = nullptr;
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}
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if (pThis == g_XboxBackBufferSurface) {
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LOG_TEST_CASE("Skipping release of active Xbox Render Target");
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RETURN(uRet);
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//g_XboxBackBufferSurface = nullptr;
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LOG_TEST_CASE("Release of active Xbox Render Target");
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g_XboxBackBufferSurface = nullptr;
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}
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if (pThis == g_XboxDefaultDepthStencilSurface) {
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LOG_TEST_CASE("Skipping release of default Xbox Depth Stencil");
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RETURN(uRet);
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//g_XboxDefaultDepthStencilSurface = nullptr;
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LOG_TEST_CASE("Release of default Xbox Depth Stencil");
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g_XboxDefaultDepthStencilSurface = nullptr;
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}
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for (int i = 0; i < TEXTURE_STAGES; i++) {
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if (pThis == EmuD3DActiveTexture[i]) {
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LOG_TEST_CASE("Skipping release of active Xbox Texture");
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RETURN(uRet);
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//EmuD3DActiveTexture[i] = nullptr;
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LOG_TEST_CASE("Release of active Xbox Texture");
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EmuD3DActiveTexture[i] = nullptr;
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}
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}
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