d3d10core: COM cleanup for the ID3D10VertexShader iface.
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@ -167,7 +167,7 @@ HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_
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/* ID3D10VertexShader */
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struct d3d10_vertex_shader
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{
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const struct ID3D10VertexShaderVtbl *vtbl;
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ID3D10VertexShader ID3D10VertexShader_iface;
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LONG refcount;
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struct wined3d_shader *wined3d_shader;
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@ -879,7 +879,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *i
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}
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TRACE("Created vertex shader %p.\n", object);
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*shader = (ID3D10VertexShader *)object;
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*shader = &object->ID3D10VertexShader_iface;
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return S_OK;
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}
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@ -135,7 +135,7 @@ void shader_free_signature(struct wined3d_shader_signature *s)
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static inline struct d3d10_vertex_shader *impl_from_ID3D10VertexShader(ID3D10VertexShader *iface)
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{
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return CONTAINING_RECORD(iface, struct d3d10_vertex_shader, vtbl);
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return CONTAINING_RECORD(iface, struct d3d10_vertex_shader, ID3D10VertexShader_iface);
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}
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/* IUnknown methods */
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@ -162,7 +162,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_QueryInterface(ID3D10Vertex
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static ULONG STDMETHODCALLTYPE d3d10_vertex_shader_AddRef(ID3D10VertexShader *iface)
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{
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struct d3d10_vertex_shader *This = (struct d3d10_vertex_shader *)iface;
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struct d3d10_vertex_shader *This = impl_from_ID3D10VertexShader(iface);
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ULONG refcount = InterlockedIncrement(&This->refcount);
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TRACE("%p increasing refcount to %u\n", This, refcount);
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@ -175,7 +175,7 @@ static ULONG STDMETHODCALLTYPE d3d10_vertex_shader_AddRef(ID3D10VertexShader *if
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static ULONG STDMETHODCALLTYPE d3d10_vertex_shader_Release(ID3D10VertexShader *iface)
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{
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struct d3d10_vertex_shader *This = (struct d3d10_vertex_shader *)iface;
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struct d3d10_vertex_shader *This = impl_from_ID3D10VertexShader(iface);
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ULONG refcount = InterlockedDecrement(&This->refcount);
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TRACE("%p decreasing refcount to %u\n", This, refcount);
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@ -250,7 +250,7 @@ HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d1
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struct d3d10_shader_info shader_info;
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HRESULT hr;
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shader->vtbl = &d3d10_vertex_shader_vtbl;
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shader->ID3D10VertexShader_iface.lpVtbl = &d3d10_vertex_shader_vtbl;
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shader->refcount = 1;
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shader_info.output_signature = &shader->output_signature;
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