Commit cc0cc6a8 authored by Michael Stefaniuc's avatar Michael Stefaniuc Committed by Alexandre Julliard

d3d10core: COM cleanup for the ID3D10VertexShader iface.

parent ec415eaf
......@@ -167,7 +167,7 @@ HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_
/* ID3D10VertexShader */
struct d3d10_vertex_shader
{
const struct ID3D10VertexShaderVtbl *vtbl;
ID3D10VertexShader ID3D10VertexShader_iface;
LONG refcount;
struct wined3d_shader *wined3d_shader;
......
......@@ -879,7 +879,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *i
}
TRACE("Created vertex shader %p.\n", object);
*shader = (ID3D10VertexShader *)object;
*shader = &object->ID3D10VertexShader_iface;
return S_OK;
}
......
......@@ -135,7 +135,7 @@ void shader_free_signature(struct wined3d_shader_signature *s)
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 */
......@@ -162,7 +162,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_QueryInterface(ID3D10Vertex
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);
TRACE("%p increasing refcount to %u\n", This, refcount);
......@@ -175,7 +175,7 @@ static ULONG STDMETHODCALLTYPE d3d10_vertex_shader_AddRef(ID3D10VertexShader *if
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);
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
struct d3d10_shader_info shader_info;
HRESULT hr;
shader->vtbl = &d3d10_vertex_shader_vtbl;
shader->ID3D10VertexShader_iface.lpVtbl = &d3d10_vertex_shader_vtbl;
shader->refcount = 1;
shader_info.output_signature = &shader->output_signature;
......
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