Commit a4a4a420 authored by Michael Stefaniuc's avatar Michael Stefaniuc Committed by Alexandre Julliard

d3d10core: COM cleanup for the ID3D10BlendState iface.

parent 2b100190
......@@ -209,7 +209,7 @@ void shader_free_signature(struct wined3d_shader_signature *s) DECLSPEC_HIDDEN;
/* ID3D10BlendState */
struct d3d10_blend_state
{
const struct ID3D10BlendStateVtbl *vtbl;
ID3D10BlendState ID3D10BlendState_iface;
LONG refcount;
};
......
......@@ -968,7 +968,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateBlendState(ID3D10Device *ifa
}
TRACE("Created blend state %p.\n", object);
*blend_state = (ID3D10BlendState *)object;
*blend_state = &object->ID3D10BlendState_iface;
return S_OK;
}
......
......@@ -24,6 +24,11 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d10core);
static inline struct d3d10_blend_state *impl_from_ID3D10BlendState(ID3D10BlendState *iface)
{
return CONTAINING_RECORD(iface, struct d3d10_blend_state, ID3D10BlendState_iface);
}
/* IUnknown methods */
static HRESULT STDMETHODCALLTYPE d3d10_blend_state_QueryInterface(ID3D10BlendState *iface,
......@@ -48,7 +53,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_blend_state_QueryInterface(ID3D10BlendSta
static ULONG STDMETHODCALLTYPE d3d10_blend_state_AddRef(ID3D10BlendState *iface)
{
struct d3d10_blend_state *This = (struct d3d10_blend_state *)iface;
struct d3d10_blend_state *This = impl_from_ID3D10BlendState(iface);
ULONG refcount = InterlockedIncrement(&This->refcount);
TRACE("%p increasing refcount to %u.\n", This, refcount);
......@@ -58,7 +63,7 @@ static ULONG STDMETHODCALLTYPE d3d10_blend_state_AddRef(ID3D10BlendState *iface)
static ULONG STDMETHODCALLTYPE d3d10_blend_state_Release(ID3D10BlendState *iface)
{
struct d3d10_blend_state *This = (struct d3d10_blend_state *)iface;
struct d3d10_blend_state *This = impl_from_ID3D10BlendState(iface);
ULONG refcount = InterlockedDecrement(&This->refcount);
TRACE("%p decreasing refcount to %u.\n", This, refcount);
......@@ -129,7 +134,7 @@ static const struct ID3D10BlendStateVtbl d3d10_blend_state_vtbl =
HRESULT d3d10_blend_state_init(struct d3d10_blend_state *state)
{
state->vtbl = &d3d10_blend_state_vtbl;
state->ID3D10BlendState_iface.lpVtbl = &d3d10_blend_state_vtbl;
state->refcount = 1;
return S_OK;
......
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