QueueDestroyComputePipeline + style cleanup for QueueDestroyGraphicsPipeline

d3d11
Caleb Cornett 2024-02-09 00:35:19 -06:00 committed by cosmonaut
parent d76d223f68
commit 508d077c26
1 changed files with 11 additions and 10 deletions

View File

@ -2183,7 +2183,8 @@ static void D3D11_QueueDestroyComputePipeline(
Refresh_Renderer *driverData, Refresh_Renderer *driverData,
Refresh_ComputePipeline *computePipeline Refresh_ComputePipeline *computePipeline
) { ) {
NOT_IMPLEMENTED D3D11ComputePipeline *d3d11ComputePipeline = (D3D11ComputePipeline*) computePipeline;
SDL_free(d3d11ComputePipeline);
} }
static void D3D11_QueueDestroyGraphicsPipeline( static void D3D11_QueueDestroyGraphicsPipeline(
@ -2191,22 +2192,22 @@ static void D3D11_QueueDestroyGraphicsPipeline(
Refresh_GraphicsPipeline *graphicsPipeline Refresh_GraphicsPipeline *graphicsPipeline
) { ) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData; D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11GraphicsPipeline *d3dGraphicsPipeline = (D3D11GraphicsPipeline*) graphicsPipeline; D3D11GraphicsPipeline *d3d11GraphicsPipeline = (D3D11GraphicsPipeline*) graphicsPipeline;
ID3D11BlendState_Release(d3dGraphicsPipeline->colorAttachmentBlendState); ID3D11BlendState_Release(d3d11GraphicsPipeline->colorAttachmentBlendState);
ID3D11DepthStencilState_Release(d3dGraphicsPipeline->depthStencilState); ID3D11DepthStencilState_Release(d3d11GraphicsPipeline->depthStencilState);
ID3D11RasterizerState_Release(d3dGraphicsPipeline->rasterizerState); ID3D11RasterizerState_Release(d3d11GraphicsPipeline->rasterizerState);
if (d3dGraphicsPipeline->inputLayout) if (d3d11GraphicsPipeline->inputLayout)
{ {
ID3D11InputLayout_Release(d3dGraphicsPipeline->inputLayout); ID3D11InputLayout_Release(d3d11GraphicsPipeline->inputLayout);
} }
if (d3dGraphicsPipeline->vertexStrides) if (d3d11GraphicsPipeline->vertexStrides)
{ {
SDL_free(d3dGraphicsPipeline->vertexStrides); SDL_free(d3d11GraphicsPipeline->vertexStrides);
} }
SDL_free(d3dGraphicsPipeline); SDL_free(d3d11GraphicsPipeline);
} }
/* Graphics State */ /* Graphics State */