Stefan Dösinger : wined3d: Do not keep internal references on index buffers.
Alexandre Julliard
julliard at wine.codeweavers.com
Mon Jan 8 14:44:17 CST 2007
Module: wine
Branch: master
Commit: 478d22f74221c13d17e359760c146aae829ad00f
URL: http://source.winehq.org/git/wine.git/?a=commit;h=478d22f74221c13d17e359760c146aae829ad00f
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Sat Jan 6 18:26:49 2007 +0100
wined3d: Do not keep internal references on index buffers.
---
dlls/wined3d/device.c | 11 -----------
dlls/wined3d/stateblock.c | 6 ------
2 files changed, 0 insertions(+), 17 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index e43a2e6..5957c52 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -2999,13 +2999,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl
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
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;
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 0b3f6e8..dba9e8a 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -233,12 +233,6 @@ static ULONG WINAPI IWineD3DStateBlockI
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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