WINED3D: Also update reference counts when we're recording a
stateblock
H. Verbeet
hverbeet at gmail.com
Sun Feb 5 13:49:27 CST 2006
When we're recording a stateblock, we're still storing a reference to
the shader/vertexdeclaration we're setting, so we should update the
reference count. There are probably other places where this should be
fixed as well.
Changelog:
- Also update reference counts when we're recording a stateblock
-------------- next part --------------
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index ffd7617..6277ff5 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3782,7 +3782,6 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetVer
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
- return D3D_OK;
}
if (NULL != pDecl) {
@@ -3814,7 +3813,6 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetVer
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
- return D3D_OK;
}
if (NULL != pShader) {
@@ -3991,7 +3989,6 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetPix
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
- return D3D_OK;
}
if (NULL != pShader) {
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