wined3d: Do not keep internal references on pixel shaders.

This commit is contained in:
Stefan Dösinger 2007-01-06 18:25:47 +01:00 committed by Alexandre Julliard
parent 7123d617a4
commit 467fa4e702
2 changed files with 0 additions and 18 deletions

View File

@ -3531,13 +3531,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, I
TRACE("Recording... not performing anything\n"); TRACE("Recording... not performing anything\n");
} }
if (NULL != pShader) {
IWineD3DPixelShader_AddRef(pShader);
}
if (NULL != oldShader) {
IWineD3DPixelShader_Release(oldShader);
}
if (This->isRecordingState) { if (This->isRecordingState) {
TRACE("Recording... not performing anything\n"); TRACE("Recording... not performing anything\n");
return WINED3D_OK; return WINED3D_OK;

View File

@ -246,10 +246,6 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
This->pIndexData = NULL; This->pIndexData = NULL;
} }
if (NULL != This->pixelShader) {
IWineD3DPixelShader_Release(This->pixelShader);
}
/* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */ /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) { for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) {
if (This->textures[counter]) { if (This->textures[counter]) {
@ -414,13 +410,6 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
if (This->pixelShader != targetStateBlock->pixelShader) { if (This->pixelShader != targetStateBlock->pixelShader) {
TRACE("Updating pixel shader from %p to %p\n", This->pixelShader, targetStateBlock->pixelShader); TRACE("Updating pixel shader from %p to %p\n", This->pixelShader, targetStateBlock->pixelShader);
if (targetStateBlock->pixelShader) {
IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
}
if (This->pixelShader) {
IWineD3DPixelShader_Release(This->pixelShader);
}
This->pixelShader = targetStateBlock->pixelShader; This->pixelShader = targetStateBlock->pixelShader;
} }