diff --git a/dlls/d3d10/d3d10_private.h b/dlls/d3d10/d3d10_private.h index 648a7b0240a..f980007427f 100644 --- a/dlls/d3d10/d3d10_private.h +++ b/dlls/d3d10/d3d10_private.h @@ -83,6 +83,7 @@ struct d3d10_effect_object ID3D10VertexShader *vs; ID3D10PixelShader *ps; ID3D10GeometryShader *gs; + IUnknown *object; } object; }; @@ -136,6 +137,7 @@ struct d3d10_effect_state_object_variable ID3D10DepthStencilState *depth_stencil; ID3D10BlendState *blend; ID3D10SamplerState *sampler; + IUnknown *object; } object; }; diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c index 3cd69192f4c..26634895ce1 100644 --- a/dlls/d3d10/effect.c +++ b/dlls/d3d10/effect.c @@ -3017,23 +3017,11 @@ static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v) break; case D3D10_SVT_DEPTHSTENCIL: - if (v->u.state.object.depth_stencil) - ID3D10DepthStencilState_Release(v->u.state.object.depth_stencil); - break; - case D3D10_SVT_BLEND: - if (v->u.state.object.blend) - ID3D10BlendState_Release(v->u.state.object.blend); - break; - case D3D10_SVT_RASTERIZER: - if (v->u.state.object.rasterizer) - ID3D10RasterizerState_Release(v->u.state.object.rasterizer); - break; - case D3D10_SVT_SAMPLER: - if (v->u.state.object.sampler) - ID3D10SamplerState_Release(v->u.state.object.sampler); + if (v->u.state.object.object) + IUnknown_Release(v->u.state.object.object); break; case D3D10_SVT_TEXTURE1D: @@ -3076,33 +3064,13 @@ static void d3d10_effect_object_destroy(struct d3d10_effect_object *o) switch (o->type) { case D3D10_EOT_RASTERIZER_STATE: - if (o->object.rs) - ID3D10RasterizerState_Release(o->object.rs); - break; - case D3D10_EOT_DEPTH_STENCIL_STATE: - if (o->object.ds) - ID3D10DepthStencilState_Release(o->object.ds); - break; - case D3D10_EOT_BLEND_STATE: - if (o->object.bs) - ID3D10BlendState_Release(o->object.bs); - break; - case D3D10_EOT_VERTEXSHADER: - if (o->object.vs) - ID3D10VertexShader_Release(o->object.vs); - break; - case D3D10_EOT_PIXELSHADER: - if (o->object.ps) - ID3D10PixelShader_Release(o->object.ps); - break; - case D3D10_EOT_GEOMETRYSHADER: - if (o->object.gs) - ID3D10GeometryShader_Release(o->object.gs); + if (o->object.object) + IUnknown_Release(o->object.object); break; default: