Commit 815470e6 authored by Michael Stefaniuc's avatar Michael Stefaniuc Committed by Alexandre Julliard

d3d10core: COM cleanup for the ID3D10DepthStencilState iface.

parent e6b29add
...@@ -218,7 +218,7 @@ HRESULT d3d10_blend_state_init(struct d3d10_blend_state *state) DECLSPEC_HIDDEN; ...@@ -218,7 +218,7 @@ HRESULT d3d10_blend_state_init(struct d3d10_blend_state *state) DECLSPEC_HIDDEN;
/* ID3D10DepthStencilState */ /* ID3D10DepthStencilState */
struct d3d10_depthstencil_state struct d3d10_depthstencil_state
{ {
const struct ID3D10DepthStencilStateVtbl *vtbl; ID3D10DepthStencilState ID3D10DepthStencilState_iface;
LONG refcount; LONG refcount;
}; };
......
...@@ -997,7 +997,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateDepthStencilState(ID3D10Devi ...@@ -997,7 +997,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateDepthStencilState(ID3D10Devi
} }
TRACE("Created depthstencil state %p.\n", object); TRACE("Created depthstencil state %p.\n", object);
*depth_stencil_state = (ID3D10DepthStencilState *)object; *depth_stencil_state = &object->ID3D10DepthStencilState_iface;
return S_OK; return S_OK;
} }
......
...@@ -140,6 +140,11 @@ HRESULT d3d10_blend_state_init(struct d3d10_blend_state *state) ...@@ -140,6 +140,11 @@ HRESULT d3d10_blend_state_init(struct d3d10_blend_state *state)
return S_OK; return S_OK;
} }
static inline struct d3d10_depthstencil_state *impl_from_ID3D10DepthStencilState(ID3D10DepthStencilState *iface)
{
return CONTAINING_RECORD(iface, struct d3d10_depthstencil_state, ID3D10DepthStencilState_iface);
}
/* IUnknown methods */ /* IUnknown methods */
static HRESULT STDMETHODCALLTYPE d3d10_depthstencil_state_QueryInterface(ID3D10DepthStencilState *iface, static HRESULT STDMETHODCALLTYPE d3d10_depthstencil_state_QueryInterface(ID3D10DepthStencilState *iface,
...@@ -164,7 +169,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_depthstencil_state_QueryInterface(ID3D10D ...@@ -164,7 +169,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_depthstencil_state_QueryInterface(ID3D10D
static ULONG STDMETHODCALLTYPE d3d10_depthstencil_state_AddRef(ID3D10DepthStencilState *iface) static ULONG STDMETHODCALLTYPE d3d10_depthstencil_state_AddRef(ID3D10DepthStencilState *iface)
{ {
struct d3d10_depthstencil_state *This = (struct d3d10_depthstencil_state *)iface; struct d3d10_depthstencil_state *This = impl_from_ID3D10DepthStencilState(iface);
ULONG refcount = InterlockedIncrement(&This->refcount); ULONG refcount = InterlockedIncrement(&This->refcount);
TRACE("%p increasing refcount to %u.\n", This, refcount); TRACE("%p increasing refcount to %u.\n", This, refcount);
...@@ -174,7 +179,7 @@ static ULONG STDMETHODCALLTYPE d3d10_depthstencil_state_AddRef(ID3D10DepthStenci ...@@ -174,7 +179,7 @@ static ULONG STDMETHODCALLTYPE d3d10_depthstencil_state_AddRef(ID3D10DepthStenci
static ULONG STDMETHODCALLTYPE d3d10_depthstencil_state_Release(ID3D10DepthStencilState *iface) static ULONG STDMETHODCALLTYPE d3d10_depthstencil_state_Release(ID3D10DepthStencilState *iface)
{ {
struct d3d10_depthstencil_state *This = (struct d3d10_depthstencil_state *)iface; struct d3d10_depthstencil_state *This = impl_from_ID3D10DepthStencilState(iface);
ULONG refcount = InterlockedDecrement(&This->refcount); ULONG refcount = InterlockedDecrement(&This->refcount);
TRACE("%p decreasing refcount to %u.\n", This, refcount); TRACE("%p decreasing refcount to %u.\n", This, refcount);
...@@ -245,7 +250,7 @@ static const struct ID3D10DepthStencilStateVtbl d3d10_depthstencil_state_vtbl = ...@@ -245,7 +250,7 @@ static const struct ID3D10DepthStencilStateVtbl d3d10_depthstencil_state_vtbl =
HRESULT d3d10_depthstencil_state_init(struct d3d10_depthstencil_state *state) HRESULT d3d10_depthstencil_state_init(struct d3d10_depthstencil_state *state)
{ {
state->vtbl = &d3d10_depthstencil_state_vtbl; state->ID3D10DepthStencilState_iface.lpVtbl = &d3d10_depthstencil_state_vtbl;
state->refcount = 1; state->refcount = 1;
return S_OK; return S_OK;
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment