wined3d: Free the float constant map arrays for all stateblocks.
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2358fbbb03
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@ -255,13 +255,6 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
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IWineD3DVertexDeclaration_Release(This->vertexDecl);
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}
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HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
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HeapFree(GetProcessHeap(), 0, This->set.vertexShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
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HeapFree(GetProcessHeap(), 0, This->set.pixelShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
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/* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
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for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) {
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if (This->textures[counter]) {
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@ -273,6 +266,14 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
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}
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}
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HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
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HeapFree(GetProcessHeap(), 0, This->set.vertexShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
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HeapFree(GetProcessHeap(), 0, This->set.pixelShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return refCount;
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