d3d10: Simply use d3d10_effect_type_destroy() in d3d10_effect_local_buffer_destroy().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2517,18 +2517,8 @@ static void d3d10_effect_local_buffer_destroy(struct d3d10_effect_variable *l)
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HeapFree(GetProcessHeap(), 0, l->members);
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HeapFree(GetProcessHeap(), 0, l->members);
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}
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}
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if (l->type->members)
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if (l->type)
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{
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d3d10_effect_type_destroy(&l->type->entry, NULL);
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for (i = 0; i < l->type->member_count; ++i)
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{
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/* Do not release l->type->members[i].type, it will be covered by d3d10_effect_type_destroy(). */
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HeapFree(GetProcessHeap(), 0, l->type->members[i].semantic);
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HeapFree(GetProcessHeap(), 0, l->type->members[i].name);
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}
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HeapFree(GetProcessHeap(), 0, l->type->members);
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}
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HeapFree(GetProcessHeap(), 0, l->type->name);
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HeapFree(GetProcessHeap(), 0, l->type);
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if (l->annotations)
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if (l->annotations)
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{
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{
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