d3d10/effect: Reduce duplication when releasing shader objects.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Nikolay Sivov 2021-10-28 10:46:38 +03:00 committed by Alexandre Julliard
parent 166babb2d1
commit 3d5f8b9869
2 changed files with 3 additions and 10 deletions

View File

@ -87,6 +87,7 @@ struct d3d10_effect_shader_variable
ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
ID3D10GeometryShader *gs;
IUnknown *object;
} shader;
unsigned int resource_count;

View File

@ -2983,18 +2983,10 @@ static void d3d10_effect_shader_variable_destroy(struct d3d10_effect_shader_vari
switch (type)
{
case D3D10_SVT_VERTEXSHADER:
if (s->shader.vs)
ID3D10VertexShader_Release(s->shader.vs);
break;
case D3D10_SVT_PIXELSHADER:
if (s->shader.ps)
ID3D10PixelShader_Release(s->shader.ps);
break;
case D3D10_SVT_GEOMETRYSHADER:
if (s->shader.gs)
ID3D10GeometryShader_Release(s->shader.gs);
if (s->shader.object)
IUnknown_Release(s->shader.object);
break;
default: