2017-04-24 13:36 GMT+02:00 Paul Gofman gofmanp@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.