On 1/25/21 3:08 PM, Henri Verbeet wrote:
On Thu, 21 Jan 2021 at 20:13, Rémi Bernon rbernon@codeweavers.com wrote:
+static inline struct d3d_device *device_from_ID3DDeviceContextState(ID3DDeviceContextState *iface) +{
- struct d3d_device_context_state *state = impl_from_ID3DDeviceContextState(iface);
- return impl_from_ID3D11Device2(state->device);
+}
You don't need this. For example, in d3d_device_context_state_AddRef(), you could simply do:
ID3D11Device2_AddRef(state->device);
+static HRESULT STDMETHODCALLTYPE d3d_device_context_state_QueryInterface(ID3DDeviceContextState *iface,
REFIID iid, void **out)
+{
- struct d3d_device_context_state *state = impl_from_ID3DDeviceContextState(iface);
- TRACE("iface %p, iid %s, out %p.\n", iface, debugstr_guid(iid), out);
- if (IsEqualGUID(iid, &IID_ID3DDeviceContextState)
|| IsEqualGUID(iid, &IID_ID3D11DeviceChild)
|| IsEqualGUID(iid, &IID_IUnknown))
- {
*out = &state->ID3DDeviceContextState_iface;
- }
- else
- {
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid));
*out = NULL;
return E_NOINTERFACE;
- }
- ID3DDeviceContextState_AddRef(iface);
- return S_OK;
+}
This can be simplified; you don't need the "state" variable.
+static ULONG STDMETHODCALLTYPE d3d_device_context_state_AddRef(ID3DDeviceContextState *iface) +{
- struct d3d_device_context_state *state = impl_from_ID3DDeviceContextState(iface);
- struct d3d_device *device = device_from_ID3DDeviceContextState(iface);
- ULONG refcount = InterlockedIncrement(&state->refcount);
- TRACE("%p increasing refcount to %u.\n", state, refcount);
- if (refcount == 1)
- {
ID3D11Device2_AddRef(&device->ID3D11Device2_iface);
- }
Can this happen?
+static ULONG STDMETHODCALLTYPE d3d_device_context_state_Release(ID3DDeviceContextState *iface) +{
- struct d3d_device_context_state *state = impl_from_ID3DDeviceContextState(iface);
- struct d3d_device *device = device_from_ID3DDeviceContextState(iface);
- ULONG refcount = InterlockedDecrement(&state->refcount);
- TRACE("%p decreasing refcount to %u.\n", state, refcount);
- if (!refcount)
- {
wined3d_private_store_cleanup(&state->private_store);
ID3D11Device2_Release(&device->ID3D11Device2_iface);
- }
- return refcount;
+}
You leak the "state" object here.
+static void STDMETHODCALLTYPE d3d_device_context_state_GetDevice(ID3DDeviceContextState *iface, ID3D11Device **device) +{
- struct d3d_device *device_object = device_from_ID3DDeviceContextState(iface);
- TRACE("iface %p, device %p.\n", iface, device);
- *device = (ID3D11Device *)&device_object->ID3D11Device2_iface;
- ID3D11Device_AddRef(*device);
+}
"*device = (ID3D11Device *)state->device;"
Ah yes sorry, I'm stupid. All this was with a different implementation in mind where the state was a member of device / device context and not a free object... I've refactored it later and then forgot to update these base methods.