Use for each loop to destroy objects in arrays

Also fixes incorrect release of m_VideoPixelShaders objects
This commit is contained in:
Cameron Gutman 2024-07-30 22:58:59 -05:00
parent 99749d4730
commit e25919e0f9
2 changed files with 16 additions and 16 deletions

View File

@ -109,28 +109,28 @@ D3D11VARenderer::~D3D11VARenderer()
SDL_DestroyMutex(m_ContextLock); SDL_DestroyMutex(m_ContextLock);
m_VideoVertexBuffer.Reset(); m_VideoVertexBuffer.Reset();
for (auto shader : m_VideoPixelShaders) { for (auto& shader : m_VideoPixelShaders) {
shader.Reset(); shader.Reset();
} }
for (int i = 0; i < m_VideoTextureResourceViews.size(); i++) { for (auto& textureSrvs : m_VideoTextureResourceViews) {
for (int j = 0; j < m_VideoTextureResourceViews[i].size(); j++) { for (auto& srv : textureSrvs) {
m_VideoTextureResourceViews[i][j].Reset(); srv.Reset();
} }
} }
m_VideoTexture.Reset(); m_VideoTexture.Reset();
for (int i = 0; i < m_OverlayVertexBuffers.size(); i++) { for (auto& buffer : m_OverlayVertexBuffers) {
m_OverlayVertexBuffers[i].Reset(); buffer.Reset();
} }
for (int i = 0; i < m_OverlayTextureResourceViews.size(); i++) { for (auto& srv : m_OverlayTextureResourceViews) {
m_OverlayTextureResourceViews[i].Reset(); srv.Reset();
} }
for (int i = 0; i < m_OverlayTextures.size(); i++) { for (auto& texture : m_OverlayTextures) {
m_OverlayTextures[i].Reset(); texture.Reset();
} }
m_OverlayPixelShader.Reset(); m_OverlayPixelShader.Reset();

View File

@ -60,16 +60,16 @@ DXVA2Renderer::~DXVA2Renderer()
m_ProcService.Reset(); m_ProcService.Reset();
m_Processor.Reset(); m_Processor.Reset();
for (int i = 0; i < m_OverlayVertexBuffers.size(); i++) { for (auto& buffer : m_OverlayVertexBuffers) {
m_OverlayVertexBuffers[i].Reset(); buffer.Reset();
} }
for (int i = 0; i < m_OverlayTextures.size(); i++) { for (auto& texture : m_OverlayTextures) {
m_OverlayTextures[i].Reset(); texture.Reset();
} }
for (int i = 0; i < m_DecSurfaces.size(); i++) { for (auto& surface : m_DecSurfaces) {
m_DecSurfaces[i].Reset(); surface.Reset();
} }
if (m_Pool != nullptr) { if (m_Pool != nullptr) {