Update to be informational only

This commit is contained in:
Luke Usher 2019-07-17 14:58:51 +01:00
parent 4190b81431
commit abe82f0336
1 changed files with 14 additions and 22 deletions

View File

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