IDirect3DVertexDeclaration8_Release(This->vertex_declaration);
if (This->wineD3DVertexShader)
{
- EnterCriticalSection(&d3d8_cs);
+ wined3d_mutex_lock();
IWineD3DVertexShader_Release(This->wineD3DVertexShader);
- LeaveCriticalSection(&d3d8_cs);
+ wined3d_mutex_unlock();
}
HeapFree(GetProcessHeap(), 0, This);
}