Re: [v2 4/6] d3dx9: Reference effect pool implementation in d3dx9_base_effect structure.
2017-04-24 13:36 GMT+02:00 Paul Gofman <gofmanp(a)gmail.com>:
/*** IUnknown methods ***/ -static HRESULT WINAPI ID3DXEffectPoolImpl_QueryInterface(ID3DXEffectPool *iface, REFIID riid, void **object) +static HRESULT WINAPI d3dx_effect_pool_QueryInterface(ID3DXEffectPool *iface, REFIID riid, void **object) { TRACE("(%p)->(%s, %p)\n", iface, debugstr_guid(riid), object);
Please update / cleanup this TRACE too.
-static ULONG WINAPI ID3DXEffectPoolImpl_AddRef(ID3DXEffectPool *iface) +static ULONG WINAPI d3dx_effect_pool_AddRef(ID3DXEffectPool *iface) { - struct ID3DXEffectPoolImpl *This = impl_from_ID3DXEffectPool(iface); + struct d3dx_effect_pool *pool = impl_from_ID3DXEffectPool(iface);
- TRACE("(%p)->(): AddRef from %u\n", This, This->ref); + TRACE("iface %p, pool %p, ref %u.\n", iface, pool, pool->ref);
Tracing both iface and pool doesn't seem useful and I don't think I've ever seen it anywhere else. Also for AddRef() we usually go with a TRACE in the form: TRACE("%p increasing refcount to %u.\n", iface, refcount); Similarly for Release(). Have a look at recent implementations of the IUnknown functions like e.g. d3d11_hull_shader_* in dlls/d3d11/shader.c.
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Matteo Bruni