d3d8: Fix crash in d3d8_vertexbuffer_Release().
Signed-off-by: Paul Gofman <gofmanp@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -74,12 +74,13 @@ static ULONG WINAPI d3d8_vertexbuffer_Release(IDirect3DVertexBuffer8 *iface)
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if (!refcount)
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if (!refcount)
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{
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{
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struct wined3d_buffer *draw_buffer = buffer->draw_buffer;
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IDirect3DDevice8 *device = buffer->parent_device;
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IDirect3DDevice8 *device = buffer->parent_device;
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wined3d_mutex_lock();
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wined3d_mutex_lock();
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wined3d_buffer_decref(buffer->wined3d_buffer);
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wined3d_buffer_decref(buffer->wined3d_buffer);
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if (buffer->draw_buffer)
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if (draw_buffer)
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wined3d_buffer_decref(buffer->draw_buffer);
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wined3d_buffer_decref(draw_buffer);
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wined3d_mutex_unlock();
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wined3d_mutex_unlock();
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/* Release the device last, as it may cause the device to be destroyed. */
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/* Release the device last, as it may cause the device to be destroyed. */
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