d3dx: VertexDeclaration and VertexShader should keep reference to the parent device object.

Vitaliy Margolen wine-patch at kievinfo.com
Tue Apr 11 23:09:27 CDT 2006


ChangeLog:
d3dx: VertexDeclaration and VertexShader should keep reference to the parent device object.
 dlls/d3d8/d3d8_private.h      |    3 +++
 dlls/d3d8/device.c            |    2 ++
 dlls/d3d8/vertexshader.c      |    1 +
 dlls/d3d9/d3d9_private.h      |    4 ++++
 dlls/d3d9/vertexdeclaration.c |    3 +++
 dlls/d3d9/vertexshader.c      |    3 +++
 6 files changed, 16 insertions(+), 0 deletions(-)
-------------- next part --------------
67d9b2c1a67cae09d6de0f2c86dbf9de1e15a121
diff --git a/dlls/d3d8/d3d8_private.h b/dlls/d3d8/d3d8_private.h
index c0f8eb0..77a73c9 100644
--- a/dlls/d3d8/d3d8_private.h
+++ b/dlls/d3d8/d3d8_private.h
@@ -531,6 +531,9 @@ struct IDirect3DVertexShader8Impl {
   LONG ref;
 
   IWineD3DVertexShader             *wineD3DVertexShader;
+
+  /* Parent reference */
+  LPDIRECT3DDEVICE8                 parentDevice;
 };
 
 
diff --git a/dlls/d3d8/device.c b/dlls/d3d8/device.c
index 0176459..2590498 100644
--- a/dlls/d3d8/device.c
+++ b/dlls/d3d8/device.c
@@ -1070,6 +1070,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_Crea
             FIXME("(%p) : Number of shaders exceeds the maximum number of possible shaders\n", This);
             hrc = E_OUTOFMEMORY;
         } else {
+            IUnknown_AddRef(iface);
+            object->parentDevice = iface;
             This->vShaders[i] = object;
             *ppShader = i + VS_HIGHESTFIXEDFXF + 1;
         }
diff --git a/dlls/d3d8/vertexshader.c b/dlls/d3d8/vertexshader.c
index 5bba7aa..f11e756 100644
--- a/dlls/d3d8/vertexshader.c
+++ b/dlls/d3d8/vertexshader.c
@@ -56,6 +56,7 @@ ULONG WINAPI IDirect3DVertexShader8Impl_
 
     if (ref == 0) {
         IWineD3DVertexShader_Release(This->wineD3DVertexShader);
+        IUnknown_Release(This->parentDevice);
         HeapFree(GetProcessHeap(), 0, This);
     }
     return ref;
diff --git a/dlls/d3d9/d3d9_private.h b/dlls/d3d9/d3d9_private.h
index 02c15eb..797eb4b 100644
--- a/dlls/d3d9/d3d9_private.h
+++ b/dlls/d3d9/d3d9_private.h
@@ -541,6 +541,8 @@ typedef struct IDirect3DVertexDeclaratio
   /* IDirect3DVertexDeclaration9 fields */
   IWineD3DVertexDeclaration *wineD3DVertexDeclaration;
   
+  /* Parent reference */
+  LPDIRECT3DDEVICE9 parentDevice;
 } IDirect3DVertexDeclaration9Impl;
 
 /* ---------------------- */
@@ -563,6 +565,8 @@ typedef struct IDirect3DVertexShader9Imp
   /* IDirect3DVertexShader9 fields */
   IWineD3DVertexShader *wineD3DVertexShader;
 
+  /* Parent reference */
+  LPDIRECT3DDEVICE9 parentDevice;
 } IDirect3DVertexShader9Impl;
 
 /* --------------------- */
diff --git a/dlls/d3d9/vertexdeclaration.c b/dlls/d3d9/vertexdeclaration.c
index ef8ed54..1e1b7b1 100644
--- a/dlls/d3d9/vertexdeclaration.c
+++ b/dlls/d3d9/vertexdeclaration.c
@@ -56,6 +56,7 @@ ULONG WINAPI IDirect3DVertexDeclaration9
 
     if (ref == 0) {
         IWineD3DVertexDeclaration_Release(This->wineD3DVertexDeclaration);
+        IUnknown_Release(This->parentDevice);
         HeapFree(GetProcessHeap(), 0, This);
     }
     return ref;
@@ -129,6 +130,8 @@ HRESULT  WINAPI  IDirect3DDevice9Impl_Cr
         FIXME("(%p) call to IWineD3DDevice_CreateVertexDeclaration failed\n", This);
         HeapFree(GetProcessHeap(), 0, object);
     } else {
+        IUnknown_AddRef(iface);
+        object->parentDevice = iface;
         *ppDecl = (LPDIRECT3DVERTEXDECLARATION9) object;
          TRACE("(%p) : Created vertex declatanio %p\n", This, object);
     }
diff --git a/dlls/d3d9/vertexshader.c b/dlls/d3d9/vertexshader.c
index 034b097..050e387 100644
--- a/dlls/d3d9/vertexshader.c
+++ b/dlls/d3d9/vertexshader.c
@@ -56,6 +56,7 @@ ULONG WINAPI IDirect3DVertexShader9Impl_
 
     if (ref == 0) {
         IWineD3DVertexShader_Release(This->wineD3DVertexShader);
+        IUnknown_Release(This->parentDevice);
         HeapFree(GetProcessHeap(), 0, This);
     }
     return ref;
@@ -122,6 +123,8 @@ HRESULT WINAPI IDirect3DDevice9Impl_Crea
         FIXME("Call to IWineD3DDevice_CreateVertexShader failed\n");
         HeapFree(GetProcessHeap(), 0, object);
     }else{
+        IUnknown_AddRef(iface);
+        object->parentDevice = iface;
         *ppShader = (IDirect3DVertexShader9 *)object;
         TRACE("(%p) : Created vertex shader %p\n", This, object);
     }


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