d3d8: COM cleanup in shader.c.
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1d9354f667
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@ -484,8 +484,8 @@ DECLARE_INTERFACE_(IDirect3DPixelShader8,IUnknown)
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*/
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struct IDirect3DVertexShader8Impl {
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const IDirect3DVertexShader8Vtbl *lpVtbl;
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LONG ref;
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IDirect3DVertexShader8 IDirect3DVertexShader8_iface;
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LONG ref;
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IDirect3DVertexDeclaration8 *vertex_declaration;
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IWineD3DVertexShader *wineD3DVertexShader;
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@ -500,7 +500,7 @@ HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Im
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* IDirect3DPixelShader implementation structure
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*/
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typedef struct IDirect3DPixelShader8Impl {
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const IDirect3DPixelShader8Vtbl *lpVtbl;
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IDirect3DPixelShader8 IDirect3DPixelShader8_iface;
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LONG ref;
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DWORD handle;
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@ -2146,7 +2146,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_DeleteVertexShader(IDirect3DDevice8
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wined3d_mutex_unlock();
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if (IUnknown_Release((IUnknown *)shader))
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if (IDirect3DVertexShader8_Release(&shader->IDirect3DVertexShader8_iface))
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{
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ERR("Shader %p has references left, this shouldn't happen.\n", shader);
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}
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@ -2471,7 +2471,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(IDirect3DDevice8 *i
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wined3d_mutex_unlock();
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if (IUnknown_Release((IUnknown *)shader))
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if (IDirect3DPixelShader8_Release(&shader->IDirect3DPixelShader8_iface))
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{
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ERR("Shader %p has references left, this shouldn't happen.\n", shader);
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}
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@ -22,6 +22,11 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
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static inline IDirect3DVertexShader8Impl *impl_from_IDirect3DVertexShader8(IDirect3DVertexShader8 *iface)
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{
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return CONTAINING_RECORD(iface, IDirect3DVertexShader8Impl, IDirect3DVertexShader8_iface);
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}
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static HRESULT WINAPI d3d8_vertexshader_QueryInterface(IDirect3DVertexShader8 *iface, REFIID riid, void **object)
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{
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TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
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@ -42,7 +47,7 @@ static HRESULT WINAPI d3d8_vertexshader_QueryInterface(IDirect3DVertexShader8 *i
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static ULONG WINAPI d3d8_vertexshader_AddRef(IDirect3DVertexShader8 *iface)
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{
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IDirect3DVertexShader8Impl *shader = (IDirect3DVertexShader8Impl *)iface;
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IDirect3DVertexShader8Impl *shader = impl_from_IDirect3DVertexShader8(iface);
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ULONG refcount = InterlockedIncrement(&shader->ref);
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TRACE("%p increasing refcount to %u.\n", iface, refcount);
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@ -66,7 +71,7 @@ static void STDMETHODCALLTYPE d3d8_vertexshader_wined3d_object_destroyed(void *p
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static ULONG WINAPI d3d8_vertexshader_Release(IDirect3DVertexShader8 *iface)
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{
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IDirect3DVertexShader8Impl *shader = (IDirect3DVertexShader8Impl *)iface;
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IDirect3DVertexShader8Impl *shader = impl_from_IDirect3DVertexShader8(iface);
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ULONG refcount = InterlockedDecrement(&shader->ref);
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TRACE("%p decreasing refcount to %u.\n", iface, refcount);
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@ -157,7 +162,7 @@ HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Im
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}
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shader->ref = 1;
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shader->lpVtbl = &d3d8_vertexshader_vtbl;
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shader->IDirect3DVertexShader8_iface.lpVtbl = &d3d8_vertexshader_vtbl;
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hr = d3d8_vertexshader_create_vertexdeclaration(device, declaration, shader_handle, &shader->vertex_declaration);
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if (FAILED(hr))
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@ -187,6 +192,11 @@ HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Im
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return D3D_OK;
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}
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static inline IDirect3DPixelShader8Impl *impl_from_IDirect3DPixelShader8(IDirect3DPixelShader8 *iface)
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{
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return CONTAINING_RECORD(iface, IDirect3DPixelShader8Impl, IDirect3DPixelShader8_iface);
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}
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static HRESULT WINAPI d3d8_pixelshader_QueryInterface(IDirect3DPixelShader8 *iface, REFIID riid, void **object)
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{
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TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
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@ -207,7 +217,7 @@ static HRESULT WINAPI d3d8_pixelshader_QueryInterface(IDirect3DPixelShader8 *ifa
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static ULONG WINAPI d3d8_pixelshader_AddRef(IDirect3DPixelShader8 *iface)
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{
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IDirect3DPixelShader8Impl *shader = (IDirect3DPixelShader8Impl *)iface;
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IDirect3DPixelShader8Impl *shader = impl_from_IDirect3DPixelShader8(iface);
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ULONG refcount = InterlockedIncrement(&shader->ref);
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TRACE("%p increasing refcount to %u.\n", iface, refcount);
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@ -224,7 +234,7 @@ static ULONG WINAPI d3d8_pixelshader_AddRef(IDirect3DPixelShader8 *iface)
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static ULONG WINAPI d3d8_pixelshader_Release(IDirect3DPixelShader8 *iface)
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{
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IDirect3DPixelShader8Impl *shader = (IDirect3DPixelShader8Impl *)iface;
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IDirect3DPixelShader8Impl *shader = impl_from_IDirect3DPixelShader8(iface);
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ULONG refcount = InterlockedDecrement(&shader->ref);
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TRACE("%p decreasing refcount to %u.\n", iface, refcount);
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@ -263,7 +273,7 @@ HRESULT pixelshader_init(IDirect3DPixelShader8Impl *shader, IDirect3DDevice8Impl
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HRESULT hr;
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shader->ref = 1;
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shader->lpVtbl = &d3d8_pixelshader_vtbl;
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shader->IDirect3DPixelShader8_iface.lpVtbl = &d3d8_pixelshader_vtbl;
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shader->handle = shader_handle;
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wined3d_mutex_lock();
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