Andrew Talbot : d3d8: Dangling pointers fix.

Alexandre Julliard julliard at winehq.org
Mon May 5 14:28:23 CDT 2008


Module: wine
Branch: master
Commit: c8d495bac12db511822ff2f83038f1e6aaf82c51
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=c8d495bac12db511822ff2f83038f1e6aaf82c51

Author: Andrew Talbot <andrew.talbot at talbotville.com>
Date:   Mon May  5 16:42:51 2008 +0100

d3d8: Dangling pointers fix.

---

 dlls/d3d8/device.c |    8 ++++----
 1 files changed, 4 insertions(+), 4 deletions(-)

diff --git a/dlls/d3d8/device.c b/dlls/d3d8/device.c
index a846bf6..cf864cc 100644
--- a/dlls/d3d8/device.c
+++ b/dlls/d3d8/device.c
@@ -472,9 +472,9 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateTexture(LPDIRECT3DDEVICE8 iface
         IUnknown_AddRef(iface);
         object->parentDevice = iface;
         *ppTexture = (LPDIRECT3DTEXTURE8) object;
+        TRACE("(%p) Created Texture %p, %p\n",This,object,object->wineD3DTexture);
    }
 
-   TRACE("(%p) Created Texture %p, %p\n",This,object,object->wineD3DTexture);
    return hrc;
 }
 
@@ -1184,8 +1184,8 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateStateBlock(LPDIRECT3DDEVICE8 if
        *pToken = 0;
    } else {
        *pToken = (DWORD)object;
+       TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
    }
-   TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
 
    return hrc;
 }
@@ -1584,10 +1584,10 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
             *ppShader = (handle - This->shader_handles) + VS_HIGHESTFIXEDFXF + 1;
 
             load_local_constants(pDeclaration, object->wineD3DVertexShader);
+            TRACE("(%p) : returning %p (handle %#x)\n", This, object, *ppShader);
         }
     }
     LeaveCriticalSection(&d3d8_cs);
-    TRACE("(%p) : returning %p (handle %#x)\n", This, object, *ppShader);
 
     return hrc;
 }
@@ -1890,12 +1890,12 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 i
                 object->handle = handle;
                 *handle = object;
                 *ppShader = (handle - This->shader_handles) + VS_HIGHESTFIXEDFXF + 1;
+                TRACE("(%p) : returning %p (handle %#x)\n", This, object, *ppShader);
             }
         }
         LeaveCriticalSection(&d3d8_cs);
     }
 
-    TRACE("(%p) : returning %p (handle %#x)\n", This, object, *ppShader);
     return hrc;
 }
 




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