mirror of
https://github.com/moonlight-stream/moonlight-qt.git
synced 2025-07-01 07:15:27 +00:00
Use for each loop to destroy objects in arrays
Also fixes incorrect release of m_VideoPixelShaders objects
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99749d4730
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@ -109,28 +109,28 @@ D3D11VARenderer::~D3D11VARenderer()
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SDL_DestroyMutex(m_ContextLock);
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m_VideoVertexBuffer.Reset();
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for (auto shader : m_VideoPixelShaders) {
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for (auto& shader : m_VideoPixelShaders) {
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shader.Reset();
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}
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for (int i = 0; i < m_VideoTextureResourceViews.size(); i++) {
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for (int j = 0; j < m_VideoTextureResourceViews[i].size(); j++) {
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m_VideoTextureResourceViews[i][j].Reset();
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for (auto& textureSrvs : m_VideoTextureResourceViews) {
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for (auto& srv : textureSrvs) {
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srv.Reset();
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}
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}
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m_VideoTexture.Reset();
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for (int i = 0; i < m_OverlayVertexBuffers.size(); i++) {
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m_OverlayVertexBuffers[i].Reset();
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for (auto& buffer : m_OverlayVertexBuffers) {
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buffer.Reset();
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}
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for (int i = 0; i < m_OverlayTextureResourceViews.size(); i++) {
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m_OverlayTextureResourceViews[i].Reset();
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for (auto& srv : m_OverlayTextureResourceViews) {
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srv.Reset();
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}
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for (int i = 0; i < m_OverlayTextures.size(); i++) {
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m_OverlayTextures[i].Reset();
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for (auto& texture : m_OverlayTextures) {
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texture.Reset();
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}
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m_OverlayPixelShader.Reset();
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@ -60,16 +60,16 @@ DXVA2Renderer::~DXVA2Renderer()
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m_ProcService.Reset();
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m_Processor.Reset();
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for (int i = 0; i < m_OverlayVertexBuffers.size(); i++) {
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m_OverlayVertexBuffers[i].Reset();
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for (auto& buffer : m_OverlayVertexBuffers) {
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buffer.Reset();
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}
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for (int i = 0; i < m_OverlayTextures.size(); i++) {
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m_OverlayTextures[i].Reset();
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for (auto& texture : m_OverlayTextures) {
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texture.Reset();
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}
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for (int i = 0; i < m_DecSurfaces.size(); i++) {
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m_DecSurfaces[i].Reset();
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for (auto& surface : m_DecSurfaces) {
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surface.Reset();
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}
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if (m_Pool != nullptr) {
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