wined3d: Keep a reference to the vertex declaration initially captured by CreateStateBlock() as well.
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@ -1653,6 +1653,7 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
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if (stateblock->textures[i]) IWineD3DBaseTexture_AddRef(stateblock->textures[i]);
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if (stateblock->textures[i]) IWineD3DBaseTexture_AddRef(stateblock->textures[i]);
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}
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}
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if (stateblock->vertexDecl) IWineD3DVertexDeclaration_AddRef(stateblock->vertexDecl);
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if (stateblock->pIndexData) IWineD3DBuffer_AddRef(stateblock->pIndexData);
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if (stateblock->pIndexData) IWineD3DBuffer_AddRef(stateblock->pIndexData);
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if (stateblock->vertexShader) IWineD3DVertexShader_AddRef(stateblock->vertexShader);
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if (stateblock->vertexShader) IWineD3DVertexShader_AddRef(stateblock->vertexShader);
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if (stateblock->pixelShader) IWineD3DPixelShader_AddRef(stateblock->pixelShader);
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if (stateblock->pixelShader) IWineD3DPixelShader_AddRef(stateblock->pixelShader);
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