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d3dvideosink: Remove scary "while (object.refcount > 0) release (object);" code
If there is a memory leak, this isn't the way how it should be fixed.
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1 changed files with 0 additions and 6 deletions
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@ -924,16 +924,12 @@ d3d_release_swap_chain (GstD3DVideoSink * sink)
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if (sink->d3d.surface) {
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ref_count = IDirect3DSurface9_Release (sink->d3d.surface);
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if (ref_count > 0)
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while (IDirect3DSurface9_Release (sink->d3d.surface) > 0);
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sink->d3d.surface = NULL;
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GST_DEBUG_OBJECT (sink, "D3D surface released. Ref count: %d", ref_count);
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}
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if (sink->d3d.swapchain) {
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ref_count = IDirect3DSwapChain9_Release (sink->d3d.swapchain);
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if (ref_count > 0)
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while (IDirect3DSwapChain9_Release (sink->d3d.swapchain) > 0);
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sink->d3d.swapchain = NULL;
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GST_DEBUG_OBJECT (sink, "D3D swapchain released. Ref count: %d", ref_count);
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}
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@ -1019,8 +1015,6 @@ d3d_resize_swap_chain (GstD3DVideoSink * sink)
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/* Release current swapchain */
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if (sink->d3d.swapchain != NULL) {
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ref_count = IDirect3DSwapChain9_Release (sink->d3d.swapchain);
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if (ref_count > 0)
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while (IDirect3DSwapChain9_Release (sink->d3d.swapchain) > 0);
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if (ref_count > 0) {
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GST_WARNING_OBJECT (sink, "Release swapchain refcount: %d", ref_count);
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}
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