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d3d10core: Use proper helpers for iface calls.
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@ -367,7 +367,7 @@ float4 main(const float4 color : COLOR) : SV_TARGET
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hr = ID3D10Device_CreatePixelShader(device, ps_4_0, sizeof(ps_4_0), &ps);
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ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x\n", hr);
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if (ps)
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ID3D10VertexShader_Release(ps);
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ID3D10PixelShader_Release(ps);
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}
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START_TEST(device)
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@ -50,7 +50,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_texture2d_QueryInterface(ID3D10Texture2D
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if (This->dxgi_surface)
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{
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TRACE("Forwarding to dxgi surface\n");
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return IDXGISurface_QueryInterface(This->dxgi_surface, riid, object);
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return IUnknown_QueryInterface(This->dxgi_surface, riid, object);
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}
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WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
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@ -76,7 +76,7 @@ static void STDMETHODCALLTYPE d3d10_texture2d_wined3d_object_released(void *pare
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{
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struct d3d10_texture2d *This = parent;
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if (This->dxgi_surface) IDXGISurface_Release(This->dxgi_surface);
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if (This->dxgi_surface) IUnknown_Release(This->dxgi_surface);
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HeapFree(GetProcessHeap(), 0, This);
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}
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@ -270,7 +270,7 @@ HRESULT d3d10_texture2d_init(struct d3d10_texture2d *texture, struct d3d10_devic
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{
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WARN("Failed to create wined3d texture, hr %#x.\n", hr);
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if (texture->dxgi_surface)
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IDXGISurface_Release(texture->dxgi_surface);
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IUnknown_Release(texture->dxgi_surface);
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return hr;
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}
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