wined3d: Keep references to the textures initially captured by CreateStateBlock() as well.
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@ -1648,6 +1648,11 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
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if (stateblock->streamSource[i]) IWineD3DBuffer_AddRef(stateblock->streamSource[i]);
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if (stateblock->streamSource[i]) IWineD3DBuffer_AddRef(stateblock->streamSource[i]);
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}
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}
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for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
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{
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if (stateblock->textures[i]) IWineD3DBaseTexture_AddRef(stateblock->textures[i]);
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}
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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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