d3d8: All objects created by device should keep reference to it.
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@ -57,6 +57,7 @@ ULONG WINAPI IDirect3DCubeTexture8Impl_Release(LPDIRECT3DCUBETEXTURE8 iface) {
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if (ref == 0) {
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TRACE("Releasing child %p\n", This->wineD3DCubeTexture);
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IWineD3DCubeTexture_Release(This->wineD3DCubeTexture);
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IUnknown_Release(This->parentDevice);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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@ -229,6 +229,9 @@ struct IDirect3DSwapChain8Impl
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/* IDirect3DSwapChain8 fields */
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IWineD3DSwapChain *wineD3DSwapChain;
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/* Parent reference */
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LPDIRECT3DDEVICE8 parentDevice;
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};
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/* ----------------- */
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@ -321,6 +324,9 @@ struct IDirect3DIndexBuffer8Impl
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/* IDirect3DResource8 fields */
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IWineD3DIndexBuffer *wineD3DIndexBuffer;
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/* Parent reference */
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LPDIRECT3DDEVICE8 parentDevice;
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};
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/* --------------------- */
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@ -360,6 +366,9 @@ struct IDirect3DCubeTexture8Impl
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/* IDirect3DResource8 fields */
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IWineD3DCubeTexture *wineD3DCubeTexture;
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/* Parent reference */
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LPDIRECT3DDEVICE8 parentDevice;
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};
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/* ----------------- */
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@ -382,6 +391,9 @@ struct IDirect3DTexture8Impl
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/* IDirect3DResourc8 fields */
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IWineD3DTexture *wineD3DTexture;
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/* Parent reference */
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LPDIRECT3DDEVICE8 parentDevice;
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};
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/* ----------------------- */
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@ -404,6 +416,9 @@ struct IDirect3DVolumeTexture8Impl
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/* IDirect3DResource8 fields */
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IWineD3DVolumeTexture *wineD3DVolumeTexture;
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/* Parent reference */
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LPDIRECT3DDEVICE8 parentDevice;
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};
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/* ----------------------- */
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@ -532,9 +547,6 @@ struct IDirect3DVertexShader8Impl {
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LONG ref;
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IWineD3DVertexShader *wineD3DVertexShader;
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/* Parent reference */
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LPDIRECT3DDEVICE8 parentDevice;
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};
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@ -214,6 +214,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_CreateAdditionalSwapChain(LPDIRECT3DDEVICE8
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HeapFree(GetProcessHeap(), 0 , object);
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*pSwapChain = NULL;
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}else{
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IUnknown_AddRef(iface);
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object->parentDevice = iface;
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*pSwapChain = (IDirect3DSwapChain8 *)object;
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}
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TRACE("(%p) returning %p\n", This, *pSwapChain);
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@ -312,6 +314,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_CreateTexture(LPDIRECT3DDEVICE8 iface, UINT
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HeapFree(GetProcessHeap(), 0, object);
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/* *ppTexture = NULL; */
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} else {
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IUnknown_AddRef(iface);
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object->parentDevice = iface;
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*ppTexture = (LPDIRECT3DTEXTURE8) object;
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}
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@ -350,6 +354,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_CreateVolumeTexture(LPDIRECT3DDEVICE8 iface,
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HeapFree(GetProcessHeap(), 0, object);
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*ppVolumeTexture = NULL;
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} else {
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IUnknown_AddRef(iface);
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object->parentDevice = iface;
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*ppVolumeTexture = (LPDIRECT3DVOLUMETEXTURE8) object;
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}
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TRACE("(%p) returning %p\n", This , *ppVolumeTexture);
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@ -387,6 +393,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_CreateCubeTexture(LPDIRECT3DDEVICE8 iface, U
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HeapFree(GetProcessHeap(), 0, object);
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*ppCubeTexture = NULL;
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} else {
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IUnknown_AddRef(iface);
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object->parentDevice = iface;
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*ppCubeTexture = (LPDIRECT3DCUBETEXTURE8) object;
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}
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@ -452,6 +460,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_CreateIndexBuffer(LPDIRECT3DDEVICE8 iface, U
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HeapFree(GetProcessHeap(), 0, object);
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*ppIndexBuffer = NULL;
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} else {
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IUnknown_AddRef(iface);
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object->parentDevice = iface;
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*ppIndexBuffer = (LPDIRECT3DINDEXBUFFER8)object;
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}
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return hrc;
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@ -1071,8 +1081,6 @@ HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8 iface,
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FIXME("(%p) : Number of shaders exceeds the maximum number of possible shaders\n", This);
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hrc = E_OUTOFMEMORY;
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} else {
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IUnknown_AddRef(iface);
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object->parentDevice = iface;
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This->vShaders[i] = object;
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*ppShader = i + VS_HIGHESTFIXEDFXF + 1;
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}
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@ -56,6 +56,7 @@ ULONG WINAPI IDirect3DIndexBuffer8Impl_Release(LPDIRECT3DINDEXBUFFER8 iface) {
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if (ref == 0) {
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IWineD3DIndexBuffer_Release(This->wineD3DIndexBuffer);
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IUnknown_Release(This->parentDevice);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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@ -56,6 +56,7 @@ ULONG WINAPI IDirect3DSwapChain8Impl_Release(LPDIRECT3DSWAPCHAIN8 iface) {
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if (ref == 0) {
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IWineD3DSwapChain_Release(This->wineD3DSwapChain);
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IUnknown_Release(This->parentDevice);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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@ -57,6 +57,7 @@ ULONG WINAPI IDirect3DTexture8Impl_Release(LPDIRECT3DTEXTURE8 iface) {
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if (ref == 0) {
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IWineD3DTexture_Release(This->wineD3DTexture);
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IUnknown_Release(This->parentDevice);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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@ -56,7 +56,6 @@ ULONG WINAPI IDirect3DVertexShader8Impl_Release(IDirect3DVertexShader8 *iface) {
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if (ref == 0) {
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IWineD3DVertexShader_Release(This->wineD3DVertexShader);
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IUnknown_Release(This->parentDevice);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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@ -57,6 +57,7 @@ ULONG WINAPI IDirect3DVolumeTexture8Impl_Release(LPDIRECT3DVOLUMETEXTURE8 iface)
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if (ref == 0) {
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IWineD3DVolumeTexture_Release(This->wineD3DVolumeTexture);
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IUnknown_Release(This->parentDevice);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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