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d3d10core: COM cleanup for the ID3D10PixelShader iface.
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@ -194,7 +194,7 @@ HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct
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/* ID3D10PixelShader */
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struct d3d10_pixel_shader
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{
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const struct ID3D10PixelShaderVtbl *vtbl;
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ID3D10PixelShader ID3D10PixelShader_iface;
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LONG refcount;
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struct wined3d_shader *wined3d_shader;
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@ -952,7 +952,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePixelShader(ID3D10Device *if
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}
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TRACE("Created pixel shader %p.\n", object);
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*shader = (ID3D10PixelShader *)object;
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*shader = &object->ID3D10PixelShader_iface;
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return S_OK;
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}
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@ -421,7 +421,7 @@ HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct
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static inline struct d3d10_pixel_shader *impl_from_ID3D10PixelShader(ID3D10PixelShader *iface)
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{
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return CONTAINING_RECORD(iface, struct d3d10_pixel_shader, vtbl);
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return CONTAINING_RECORD(iface, struct d3d10_pixel_shader, ID3D10PixelShader_iface);
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}
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/* IUnknown methods */
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@ -448,7 +448,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_pixel_shader_QueryInterface(ID3D10PixelSh
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static ULONG STDMETHODCALLTYPE d3d10_pixel_shader_AddRef(ID3D10PixelShader *iface)
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{
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struct d3d10_pixel_shader *This = (struct d3d10_pixel_shader *)iface;
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struct d3d10_pixel_shader *This = impl_from_ID3D10PixelShader(iface);
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ULONG refcount = InterlockedIncrement(&This->refcount);
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TRACE("%p increasing refcount to %u\n", This, refcount);
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@ -461,7 +461,7 @@ static ULONG STDMETHODCALLTYPE d3d10_pixel_shader_AddRef(ID3D10PixelShader *ifac
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static ULONG STDMETHODCALLTYPE d3d10_pixel_shader_Release(ID3D10PixelShader *iface)
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{
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struct d3d10_pixel_shader *This = (struct d3d10_pixel_shader *)iface;
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struct d3d10_pixel_shader *This = impl_from_ID3D10PixelShader(iface);
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ULONG refcount = InterlockedDecrement(&This->refcount);
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TRACE("%p decreasing refcount to %u\n", This, refcount);
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@ -536,7 +536,7 @@ HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_shader *shader, struct d3d10_
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struct d3d10_shader_info shader_info;
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HRESULT hr;
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shader->vtbl = &d3d10_pixel_shader_vtbl;
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shader->ID3D10PixelShader_iface.lpVtbl = &d3d10_pixel_shader_vtbl;
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shader->refcount = 1;
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shader_info.output_signature = &shader->output_signature;
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