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d3d10/effect: Reduce duplication when releasing shader objects.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -87,6 +87,7 @@ struct d3d10_effect_shader_variable
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ID3D10VertexShader *vs;
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ID3D10PixelShader *ps;
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ID3D10GeometryShader *gs;
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IUnknown *object;
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} shader;
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unsigned int resource_count;
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@ -2983,18 +2983,10 @@ static void d3d10_effect_shader_variable_destroy(struct d3d10_effect_shader_vari
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switch (type)
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{
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case D3D10_SVT_VERTEXSHADER:
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if (s->shader.vs)
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ID3D10VertexShader_Release(s->shader.vs);
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break;
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case D3D10_SVT_PIXELSHADER:
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if (s->shader.ps)
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ID3D10PixelShader_Release(s->shader.ps);
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break;
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case D3D10_SVT_GEOMETRYSHADER:
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if (s->shader.gs)
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ID3D10GeometryShader_Release(s->shader.gs);
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if (s->shader.object)
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IUnknown_Release(s->shader.object);
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break;
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default:
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