wined3d: Remove some redundant code in IWineD3DVertexDeclarationImpl_Release().

The situation the code tests for should never happen because either the
stateblock will still have a reference to the vertex declaration, or the
stateblock itself will be released.
This commit is contained in:
Henri Verbeet 2009-09-28 10:05:01 +02:00 committed by Alexandre Julliard
parent dca3c6e7c6
commit f6bf219013
1 changed files with 2 additions and 7 deletions

View File

@ -68,13 +68,8 @@ static ULONG WINAPI IWineD3DVertexDeclarationImpl_Release(IWineD3DVertexDeclarat
ULONG ref;
TRACE("(%p) : Releasing from %d\n", This, This->ref);
ref = InterlockedDecrement(&This->ref);
if (ref == 0) {
if (This->wineD3DDevice->stateBlock && iface == This->wineD3DDevice->stateBlock->vertexDecl)
{
/* See comment in PixelShader::Release */
IWineD3DDeviceImpl_MarkStateDirty(This->wineD3DDevice, STATE_VDECL);
}
if (!ref)
{
HeapFree(GetProcessHeap(), 0, This->elements);
This->parent_ops->wined3d_object_destroyed(This->parent);
HeapFree(GetProcessHeap(), 0, This);