wined3d: Do not keep internal references on vertex shaders.

This commit is contained in:
Stefan Dösinger 2007-01-06 18:25:19 +01:00 committed by Alexandre Julliard
parent 15f91b4ad3
commit 7123d617a4
2 changed files with 0 additions and 18 deletions

View file

@ -3270,13 +3270,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface,
return WINED3D_OK;
}
if (NULL != pShader) {
IWineD3DVertexShader_AddRef(pShader);
}
if (NULL != oldShader) {
IWineD3DVertexShader_Release(oldShader);
}
TRACE("(%p) : setting pShader(%p)\n", This, pShader);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);

View file

@ -250,10 +250,6 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
IWineD3DPixelShader_Release(This->pixelShader);
}
if (NULL != This->vertexShader) {
IWineD3DVertexShader_Release(This->vertexShader);
}
/* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) {
if (This->textures[counter]) {
@ -337,13 +333,6 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
if (This->vertexShader != targetStateBlock->vertexShader) {
TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
if (targetStateBlock->vertexShader) {
IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
}
if (This->vertexShader) {
IWineD3DVertexShader_Release(This->vertexShader);
}
This->vertexShader = targetStateBlock->vertexShader;
}