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wine
wine-winehq
Commits
cc0cc6a8
Commit
cc0cc6a8
authored
Jul 12, 2011
by
Michael Stefaniuc
Committed by
Alexandre Julliard
Jul 12, 2011
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Plain Diff
d3d10core: COM cleanup for the ID3D10VertexShader iface.
parent
ec415eaf
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3 changed files
with
6 additions
and
6 deletions
+6
-6
d3d10core_private.h
dlls/d3d10core/d3d10core_private.h
+1
-1
device.c
dlls/d3d10core/device.c
+1
-1
shader.c
dlls/d3d10core/shader.c
+4
-4
No files found.
dlls/d3d10core/d3d10core_private.h
View file @
cc0cc6a8
...
@@ -167,7 +167,7 @@ HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_
...
@@ -167,7 +167,7 @@ HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_
/* ID3D10VertexShader */
/* ID3D10VertexShader */
struct
d3d10_vertex_shader
struct
d3d10_vertex_shader
{
{
const
struct
ID3D10VertexShaderVtbl
*
vtbl
;
ID3D10VertexShader
ID3D10VertexShader_iface
;
LONG
refcount
;
LONG
refcount
;
struct
wined3d_shader
*
wined3d_shader
;
struct
wined3d_shader
*
wined3d_shader
;
...
...
dlls/d3d10core/device.c
View file @
cc0cc6a8
...
@@ -879,7 +879,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *i
...
@@ -879,7 +879,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *i
}
}
TRACE
(
"Created vertex shader %p.
\n
"
,
object
);
TRACE
(
"Created vertex shader %p.
\n
"
,
object
);
*
shader
=
(
ID3D10VertexShader
*
)
object
;
*
shader
=
&
object
->
ID3D10VertexShader_iface
;
return
S_OK
;
return
S_OK
;
}
}
...
...
dlls/d3d10core/shader.c
View file @
cc0cc6a8
...
@@ -135,7 +135,7 @@ void shader_free_signature(struct wined3d_shader_signature *s)
...
@@ -135,7 +135,7 @@ void shader_free_signature(struct wined3d_shader_signature *s)
static
inline
struct
d3d10_vertex_shader
*
impl_from_ID3D10VertexShader
(
ID3D10VertexShader
*
iface
)
static
inline
struct
d3d10_vertex_shader
*
impl_from_ID3D10VertexShader
(
ID3D10VertexShader
*
iface
)
{
{
return
CONTAINING_RECORD
(
iface
,
struct
d3d10_vertex_shader
,
vtbl
);
return
CONTAINING_RECORD
(
iface
,
struct
d3d10_vertex_shader
,
ID3D10VertexShader_iface
);
}
}
/* IUnknown methods */
/* IUnknown methods */
...
@@ -162,7 +162,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_QueryInterface(ID3D10Vertex
...
@@ -162,7 +162,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_QueryInterface(ID3D10Vertex
static
ULONG
STDMETHODCALLTYPE
d3d10_vertex_shader_AddRef
(
ID3D10VertexShader
*
iface
)
static
ULONG
STDMETHODCALLTYPE
d3d10_vertex_shader_AddRef
(
ID3D10VertexShader
*
iface
)
{
{
struct
d3d10_vertex_shader
*
This
=
(
struct
d3d10_vertex_shader
*
)
iface
;
struct
d3d10_vertex_shader
*
This
=
impl_from_ID3D10VertexShader
(
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
);
...
@@ -175,7 +175,7 @@ static ULONG STDMETHODCALLTYPE d3d10_vertex_shader_AddRef(ID3D10VertexShader *if
...
@@ -175,7 +175,7 @@ static ULONG STDMETHODCALLTYPE d3d10_vertex_shader_AddRef(ID3D10VertexShader *if
static
ULONG
STDMETHODCALLTYPE
d3d10_vertex_shader_Release
(
ID3D10VertexShader
*
iface
)
static
ULONG
STDMETHODCALLTYPE
d3d10_vertex_shader_Release
(
ID3D10VertexShader
*
iface
)
{
{
struct
d3d10_vertex_shader
*
This
=
(
struct
d3d10_vertex_shader
*
)
iface
;
struct
d3d10_vertex_shader
*
This
=
impl_from_ID3D10VertexShader
(
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
);
...
@@ -250,7 +250,7 @@ HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d1
...
@@ -250,7 +250,7 @@ HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d1
struct
d3d10_shader_info
shader_info
;
struct
d3d10_shader_info
shader_info
;
HRESULT
hr
;
HRESULT
hr
;
shader
->
v
tbl
=
&
d3d10_vertex_shader_vtbl
;
shader
->
ID3D10VertexShader_iface
.
lpV
tbl
=
&
d3d10_vertex_shader_vtbl
;
shader
->
refcount
=
1
;
shader
->
refcount
=
1
;
shader_info
.
output_signature
=
&
shader
->
output_signature
;
shader_info
.
output_signature
=
&
shader
->
output_signature
;
...
...
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