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