- Timestamp:
- May 31, 2022 5:38:04 PM (3 years ago)
- svn:sync-xref-src-repo-rev:
- 151647
- File:
-
- 1 edited
Legend:
- Unmodified
- Added
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trunk/src/VBox/Devices/Graphics/DevVGA-SVGA3d-win-dx.cpp
r95150 r95151 65 65 #define DX_CID_BACKEND UINT32_C(0xfffffffe) 66 66 67 #define D X_RELEASE_ARRAY(a_Count, a_papArray) do { \67 #define D3D_RELEASE_ARRAY(a_Count, a_papArray) do { \ 68 68 for (uint32_t i = 0; i < (a_Count); ++i) \ 69 69 D3D_RELEASE((a_papArray)[i]); \ … … 5220 5220 } 5221 5221 if (pBackendDXContext->papBlendState) 5222 D X_RELEASE_ARRAY(pBackendDXContext->cBlendState, pBackendDXContext->papBlendState);5222 D3D_RELEASE_ARRAY(pBackendDXContext->cBlendState, pBackendDXContext->papBlendState); 5223 5223 if (pBackendDXContext->papDepthStencilState) 5224 D X_RELEASE_ARRAY(pBackendDXContext->cDepthStencilState, pBackendDXContext->papDepthStencilState);5224 D3D_RELEASE_ARRAY(pBackendDXContext->cDepthStencilState, pBackendDXContext->papDepthStencilState); 5225 5225 if (pBackendDXContext->papRasterizerState) 5226 D X_RELEASE_ARRAY(pBackendDXContext->cRasterizerState, pBackendDXContext->papRasterizerState);5226 D3D_RELEASE_ARRAY(pBackendDXContext->cRasterizerState, pBackendDXContext->papRasterizerState); 5227 5227 if (pBackendDXContext->papSamplerState) 5228 D X_RELEASE_ARRAY(pBackendDXContext->cSamplerState, pBackendDXContext->papSamplerState);5228 D3D_RELEASE_ARRAY(pBackendDXContext->cSamplerState, pBackendDXContext->papSamplerState); 5229 5229 if (pBackendDXContext->paQuery) 5230 5230 { … … 7537 7537 D3D_RELEASE(SavedState.pBlendState); 7538 7538 pBlitter->pImmediateContext->OMSetRenderTargets(RT_ELEMENTS(SavedState.apRenderTargetView), SavedState.apRenderTargetView, SavedState.pDepthStencilView); 7539 D X_RELEASE_ARRAY(RT_ELEMENTS(SavedState.apRenderTargetView), SavedState.apRenderTargetView);7539 D3D_RELEASE_ARRAY(RT_ELEMENTS(SavedState.apRenderTargetView), SavedState.apRenderTargetView); 7540 7540 D3D_RELEASE(SavedState.pDepthStencilView); 7541 7541 pBlitter->pImmediateContext->RSSetViewports(SavedState.NumViewports, &SavedState.aViewport[0]);
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