wined3d: Update refcounts when storing references in IWineD3DStateBlockImpl_Capture.

Move TRACEs to the top of their code blocks.
This commit is contained in:
H. Verbeet 2006-02-06 11:32:13 +01:00 committed by Alexandre Julliard
parent b9193cc93f
commit c6515ab307
1 changed files with 27 additions and 2 deletions

View File

@ -148,8 +148,16 @@ HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
/* Recorded => Only update 'changed' values */
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;
TRACE("Updating vertex shader to %p\n", targetStateBlock->vertexShader);
}
/* Vertex Shader Constants */
@ -204,8 +212,16 @@ HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
/* Recorded => Only update 'changed' values */
if (This->pixelShader != targetStateBlock->pixelShader) {
TRACE("Updating pixel shader from %p to %p\n", This->pixelShader, targetStateBlock->pixelShader);
if (targetStateBlock->pixelShader) {
IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
}
if (This->pixelShader) {
IWineD3DPixelShader_Release(This->pixelShader);
}
This->pixelShader = targetStateBlock->pixelShader;
TRACE("Updating pixrl shader to %p\n", targetStateBlock->pixelShader);
}
/* Pixel Shader Constants */
@ -244,6 +260,15 @@ HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
}
if(This->set.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
if (targetStateBlock->vertexDecl) {
IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl);
}
if (This->vertexDecl) {
IWineD3DVertexDeclaration_Release(This->vertexDecl);
}
This->vertexDecl = targetStateBlock->vertexDecl;
}