diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 83541146c9b..acc3bbb24a3 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -3270,13 +3270,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, return WINED3D_OK; } - if (NULL != pShader) { - IWineD3DVertexShader_AddRef(pShader); - } - if (NULL != oldShader) { - IWineD3DVertexShader_Release(oldShader); - } - TRACE("(%p) : setting pShader(%p)\n", This, pShader); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER); diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c index ca280278cf6..5e36c5d4091 100644 --- a/dlls/wined3d/stateblock.c +++ b/dlls/wined3d/stateblock.c @@ -250,10 +250,6 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) { IWineD3DPixelShader_Release(This->pixelShader); } - if (NULL != This->vertexShader) { - IWineD3DVertexShader_Release(This->vertexShader); - } - /* 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++) { if (This->textures[counter]) { @@ -337,13 +333,6 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface) if (This->vertexShader != targetStateBlock->vertexShader) { TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader); - if (targetStateBlock->vertexShader) { - IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader); - } - if (This->vertexShader) { - IWineD3DVertexShader_Release(This->vertexShader); - } - This->vertexShader = targetStateBlock->vertexShader; }