Unpatched D3DResource_AddRef, and avoid calling it wherever possible

This commit is contained in:
PatrickvL 2018-01-19 17:16:27 +01:00
parent 1f7e8c9877
commit 06eb0f3a5c
1 changed files with 6 additions and 6 deletions

View File

@ -3114,7 +3114,7 @@ XTL::X_D3DSurface* WINAPI XTL::EMUPATCH(D3DDevice_GetBackBuffer2)
pBackBuffer->Data = X_D3DRESOURCE_DATA_BACK_BUFFER; pBackBuffer->Data = X_D3DRESOURCE_DATA_BACK_BUFFER;
// Increment reference count // Increment reference count
pBackBuffer->Common++; pBackBuffer->Common++; // EMUPATCH(D3DResource_AddRef)(pBackBuffer);
return pBackBuffer; return pBackBuffer;
} }
@ -3323,7 +3323,7 @@ XTL::X_D3DSurface * WINAPI XTL::EMUPATCH(D3DDevice_GetRenderTarget2)()
X_D3DSurface *result = g_pCachedRenderTarget; X_D3DSurface *result = g_pCachedRenderTarget;
if (result) if (result)
EMUPATCH(D3DResource_AddRef)(result); result->Common++; // EMUPATCH(D3DResource_AddRef)(result);
RETURN(result); RETURN(result);
} }
@ -3357,7 +3357,7 @@ XTL::X_D3DSurface * WINAPI XTL::EMUPATCH(D3DDevice_GetDepthStencilSurface2)()
X_D3DSurface *result = g_pCachedDepthStencil; X_D3DSurface *result = g_pCachedDepthStencil;
if (result) if (result)
EMUPATCH(D3DResource_AddRef)(result); result->Common++; // EMUPATCH(D3DResource_AddRef)(result);
RETURN(result); RETURN(result);
} }
@ -5952,7 +5952,7 @@ ULONG WINAPI XTL::EMUPATCH(D3DResource_AddRef)
X_D3DResource *pThis X_D3DResource *pThis
) )
{ {
FUNC_EXPORTS // FUNC_EXPORTS
LOG_FUNC_ONE_ARG(pThis); LOG_FUNC_ONE_ARG(pThis);
@ -7936,7 +7936,7 @@ XTL::X_D3DVertexBuffer* WINAPI XTL::EMUPATCH(D3DDevice_GetStreamSource2)
pVertexBuffer = g_D3DStreams[StreamNumber]; pVertexBuffer = g_D3DStreams[StreamNumber];
if (pVertexBuffer) if (pVertexBuffer)
{ {
EMUPATCH(D3DResource_AddRef)(pVertexBuffer); pVertexBuffer->Common++; // EMUPATCH(D3DResource_AddRef)(pVertexBuffer);
*pStride = g_D3DStreamStrides[StreamNumber]; *pStride = g_D3DStreamStrides[StreamNumber];
} }
} }
@ -9682,7 +9682,7 @@ XTL::X_D3DBaseTexture* WINAPI XTL::EMUPATCH(D3DDevice_GetTexture2)(DWORD Stage)
X_D3DBaseTexture* pRet = EmuD3DActiveTexture[Stage]; X_D3DBaseTexture* pRet = EmuD3DActiveTexture[Stage];
if (pRet) { if (pRet) {
pRet->Common++; pRet->Common++; // EMUPATCH(D3DResource_AddRef)(pRet);
} }
return pRet; return pRet;