wined3d: Do not keep internal references to the vertex declaration.
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@ -3239,12 +3239,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* if
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return WINED3D_OK;
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}
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if (NULL != pDecl) {
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IWineD3DVertexDeclaration_AddRef(pDecl);
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}
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if (NULL != oldDecl) {
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IWineD3DVertexDeclaration_Release(oldDecl);
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}
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
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return WINED3D_OK;
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}
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@ -254,10 +254,6 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
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IWineD3DVertexShader_Release(This->vertexShader);
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}
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if (NULL != This->vertexDecl) {
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IWineD3DVertexDeclaration_Release(This->vertexDecl);
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}
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/* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
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for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) {
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if (This->textures[counter]) {
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@ -502,13 +498,6 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
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if(This->set.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
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TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
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if (targetStateBlock->vertexDecl) {
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IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl);
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}
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if (This->vertexDecl) {
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IWineD3DVertexDeclaration_Release(This->vertexDecl);
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}
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This->vertexDecl = targetStateBlock->vertexDecl;
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}
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