static void wined3d_resource_destroy_object(void *object) { struct wined3d_resource *resource = object; wined3d_resource_free_sysmem(resource); context_resource_released(resource->device, resource, resource->type); wined3d_resource_release(resource); }
void wined3d_resource_cleanup_cs(struct wined3d_resource *resource) { context_resource_released(resource->device, resource, resource->type); if (resource->buffer) wined3d_resource_free_bo(resource); wined3d_resource_free_sysmem(resource); resource->map_heap_memory = NULL; }