forked from MoonsideGames/Refresh
QueueDestroyComputePipeline + style cleanup for QueueDestroyGraphicsPipeline
parent
ecff6f55df
commit
17bc9f90eb
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@ -2183,7 +2183,8 @@ static void D3D11_QueueDestroyComputePipeline(
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Refresh_Renderer *driverData,
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Refresh_ComputePipeline *computePipeline
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) {
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NOT_IMPLEMENTED
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D3D11ComputePipeline *d3d11ComputePipeline = (D3D11ComputePipeline*) computePipeline;
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SDL_free(d3d11ComputePipeline);
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}
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static void D3D11_QueueDestroyGraphicsPipeline(
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@ -2191,22 +2192,22 @@ static void D3D11_QueueDestroyGraphicsPipeline(
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Refresh_GraphicsPipeline *graphicsPipeline
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11GraphicsPipeline *d3dGraphicsPipeline = (D3D11GraphicsPipeline*) graphicsPipeline;
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D3D11GraphicsPipeline *d3d11GraphicsPipeline = (D3D11GraphicsPipeline*) graphicsPipeline;
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ID3D11BlendState_Release(d3dGraphicsPipeline->colorAttachmentBlendState);
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ID3D11DepthStencilState_Release(d3dGraphicsPipeline->depthStencilState);
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ID3D11RasterizerState_Release(d3dGraphicsPipeline->rasterizerState);
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ID3D11BlendState_Release(d3d11GraphicsPipeline->colorAttachmentBlendState);
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ID3D11DepthStencilState_Release(d3d11GraphicsPipeline->depthStencilState);
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ID3D11RasterizerState_Release(d3d11GraphicsPipeline->rasterizerState);
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if (d3dGraphicsPipeline->inputLayout)
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if (d3d11GraphicsPipeline->inputLayout)
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{
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ID3D11InputLayout_Release(d3dGraphicsPipeline->inputLayout);
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ID3D11InputLayout_Release(d3d11GraphicsPipeline->inputLayout);
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}
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if (d3dGraphicsPipeline->vertexStrides)
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if (d3d11GraphicsPipeline->vertexStrides)
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{
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SDL_free(d3dGraphicsPipeline->vertexStrides);
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SDL_free(d3d11GraphicsPipeline->vertexStrides);
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}
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SDL_free(d3dGraphicsPipeline);
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SDL_free(d3d11GraphicsPipeline);
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}
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/* Graphics State */
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