d3d10core: COM cleanup for the ID3D10InputLayout iface.
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@ -155,7 +155,7 @@ HRESULT d3d10_shader_resource_view_init(struct d3d10_shader_resource_view *view)
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/* ID3D10InputLayout */
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struct d3d10_input_layout
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{
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const struct ID3D10InputLayoutVtbl *vtbl;
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ID3D10InputLayout ID3D10InputLayout_iface;
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LONG refcount;
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struct wined3d_vertex_declaration *wined3d_decl;
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@ -848,7 +848,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device *if
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}
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TRACE("Created input layout %p.\n", object);
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*input_layout = (ID3D10InputLayout *)object;
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*input_layout = &object->ID3D10InputLayout_iface;
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return S_OK;
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}
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@ -103,7 +103,7 @@ static HRESULT d3d10_input_layout_to_wined3d_declaration(const D3D10_INPUT_ELEME
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static inline struct d3d10_input_layout *impl_from_ID3D10InputLayout(ID3D10InputLayout *iface)
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{
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return CONTAINING_RECORD(iface, struct d3d10_input_layout, vtbl);
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return CONTAINING_RECORD(iface, struct d3d10_input_layout, ID3D10InputLayout_iface);
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}
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/* IUnknown methods */
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@ -130,7 +130,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_input_layout_QueryInterface(ID3D10InputLa
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static ULONG STDMETHODCALLTYPE d3d10_input_layout_AddRef(ID3D10InputLayout *iface)
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{
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struct d3d10_input_layout *This = (struct d3d10_input_layout *)iface;
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struct d3d10_input_layout *This = impl_from_ID3D10InputLayout(iface);
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ULONG refcount = InterlockedIncrement(&This->refcount);
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TRACE("%p increasing refcount to %u\n", This, refcount);
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@ -145,7 +145,7 @@ static ULONG STDMETHODCALLTYPE d3d10_input_layout_AddRef(ID3D10InputLayout *ifac
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static ULONG STDMETHODCALLTYPE d3d10_input_layout_Release(ID3D10InputLayout *iface)
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{
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struct d3d10_input_layout *This = (struct d3d10_input_layout *)iface;
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struct d3d10_input_layout *This = impl_from_ID3D10InputLayout(iface);
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ULONG refcount = InterlockedDecrement(&This->refcount);
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TRACE("%p decreasing refcount to %u\n", This, refcount);
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@ -222,7 +222,7 @@ HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_
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UINT wined3d_element_count;
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HRESULT hr;
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layout->vtbl = &d3d10_input_layout_vtbl;
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layout->ID3D10InputLayout_iface.lpVtbl = &d3d10_input_layout_vtbl;
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layout->refcount = 1;
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hr = d3d10_input_layout_to_wined3d_declaration(element_descs, element_count,
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