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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