wined3d: Pass "reset_enum_callback" directly to wined3d_device_reset().
authorHenri Verbeet <hverbeet@codeweavers.com>
Mon, 25 Jul 2011 18:45:06 +0000 (20:45 +0200)
committerAlexandre Julliard <julliard@winehq.org>
Mon, 25 Jul 2011 19:25:01 +0000 (21:25 +0200)
commit0739cae273387d4ee4ac987d583d5ec3105c792d
tree4cda9f7c79016f700823a02b61768615765cbb1f
parent366174b2133e50978014493695b6ac720b39d0ef
wined3d: Pass "reset_enum_callback" directly to wined3d_device_reset().

It would have been nice if we could do all of this inside wined3d, but we need
to determine what resources are in use by d3d8/d3d9, not wined3d. This is
mostly an issue for "implicit" resources like swapchain render targets and the
depth / stencil surface. The fact that we're having this problem probably
means we're doing it wrong. Since these implicit resources should only be
referenced by wined3d, we could probably just destroy and recreate the
swapchain, instead of the little updateSurfaceDesc() dance we currently do.
dlls/d3d8/device.c
dlls/d3d9/device.c
dlls/wined3d/device.c
dlls/wined3d/wined3d.spec
include/wine/wined3d.h