d3d8: Dangling pointers fix.
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@ -472,9 +472,9 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateTexture(LPDIRECT3DDEVICE8 iface
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IUnknown_AddRef(iface);
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object->parentDevice = iface;
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*ppTexture = (LPDIRECT3DTEXTURE8) object;
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TRACE("(%p) Created Texture %p, %p\n",This,object,object->wineD3DTexture);
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}
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TRACE("(%p) Created Texture %p, %p\n",This,object,object->wineD3DTexture);
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return hrc;
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}
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@ -1184,8 +1184,8 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateStateBlock(LPDIRECT3DDEVICE8 if
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*pToken = 0;
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} else {
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*pToken = (DWORD)object;
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}
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TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
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}
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return hrc;
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}
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@ -1584,10 +1584,10 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
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*ppShader = (handle - This->shader_handles) + VS_HIGHESTFIXEDFXF + 1;
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load_local_constants(pDeclaration, object->wineD3DVertexShader);
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TRACE("(%p) : returning %p (handle %#x)\n", This, object, *ppShader);
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}
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}
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LeaveCriticalSection(&d3d8_cs);
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TRACE("(%p) : returning %p (handle %#x)\n", This, object, *ppShader);
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return hrc;
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}
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@ -1890,12 +1890,12 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 i
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object->handle = handle;
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*handle = object;
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*ppShader = (handle - This->shader_handles) + VS_HIGHESTFIXEDFXF + 1;
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TRACE("(%p) : returning %p (handle %#x)\n", This, object, *ppShader);
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}
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}
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LeaveCriticalSection(&d3d8_cs);
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}
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TRACE("(%p) : returning %p (handle %#x)\n", This, object, *ppShader);
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return hrc;
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}
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