Commit 478d22f7 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Do not keep internal references on index buffers.

parent 3581d8e8
......@@ -2999,13 +2999,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWine
return WINED3D_OK;
}
if (NULL != pIndexData) {
IWineD3DIndexBuffer_AddRef(pIndexData);
}
if (NULL != oldIdxs) {
IWineD3DIndexBuffer_Release(oldIdxs);
}
/* So far only the base vertex index is tracked */
if(BaseVertexIndex != oldBaseIndex) {
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
......@@ -4770,10 +4763,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *
idxStride = 4;
}
if (This->stateBlock->pIndexData) {
IWineD3DIndexBuffer_Release(This->stateBlock->pIndexData);
}
/* Note in the following, it's not this type, but that's the purpose of streamIsUP */
This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
This->stateBlock->streamIsUP = TRUE;
......
......@@ -233,12 +233,6 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
int counter;
FIXME("Releasing primary stateblock\n");
/* free any index data */
if (This->pIndexData) {
IWineD3DIndexBuffer_Release(This->pIndexData);
This->pIndexData = NULL;
}
/* 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]) {
......
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