[v2 4/6] d3dx9: Reference effect pool implementation in d3dx9_base_effect structure.
Matteo Bruni
matteo.mystral at gmail.com
Tue Apr 25 10:24:23 CDT 2017
2017-04-24 13:36 GMT+02:00 Paul Gofman <gofmanp at gmail.com>:
> /*** IUnknown methods ***/
> -static HRESULT WINAPI ID3DXEffectPoolImpl_QueryInterface(ID3DXEffectPool *iface, REFIID riid, void **object)
> +static HRESULT WINAPI d3dx_effect_pool_QueryInterface(ID3DXEffectPool *iface, REFIID riid, void **object)
> {
> TRACE("(%p)->(%s, %p)\n", iface, debugstr_guid(riid), object);
Please update / cleanup this TRACE too.
> -static ULONG WINAPI ID3DXEffectPoolImpl_AddRef(ID3DXEffectPool *iface)
> +static ULONG WINAPI d3dx_effect_pool_AddRef(ID3DXEffectPool *iface)
> {
> - struct ID3DXEffectPoolImpl *This = impl_from_ID3DXEffectPool(iface);
> + struct d3dx_effect_pool *pool = impl_from_ID3DXEffectPool(iface);
>
> - TRACE("(%p)->(): AddRef from %u\n", This, This->ref);
> + TRACE("iface %p, pool %p, ref %u.\n", iface, pool, pool->ref);
Tracing both iface and pool doesn't seem useful and I don't think I've
ever seen it anywhere else. Also for AddRef() we usually go with a
TRACE in the form:
TRACE("%p increasing refcount to %u.\n", iface, refcount);
Similarly for Release(). Have a look at recent implementations of the
IUnknown functions like e.g. d3d11_hull_shader_* in
dlls/d3d11/shader.c.
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