Henri Verbeet : d3d10: Properly cleanup shader variables.

Alexandre Julliard julliard at winehq.org
Fri Sep 21 14:22:39 CDT 2012


Module: wine
Branch: master
Commit: a03910c903ea651db3f40a9ae8b7307efba2e084
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=a03910c903ea651db3f40a9ae8b7307efba2e084

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Thu Sep 20 22:59:18 2012 +0200

d3d10: Properly cleanup shader variables.

---

 dlls/d3d10/effect.c |   32 ++++++++++++++++++++++++++++++--
 1 files changed, 30 insertions(+), 2 deletions(-)

diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index e2a4744..df284e9 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -2117,6 +2117,35 @@ static HRESULT d3d10_effect_object_apply(struct d3d10_effect_object *o)
     }
 }
 
+static void d3d10_effect_shader_variable_destroy(struct d3d10_effect_shader_variable *s,
+        D3D10_SHADER_VARIABLE_TYPE type)
+{
+    shader_free_signature(&s->input_signature);
+    shader_free_signature(&s->output_signature);
+
+    switch (type)
+    {
+        case D3D10_SVT_VERTEXSHADER:
+            if (s->shader.vs)
+                ID3D10VertexShader_Release(s->shader.vs);
+            break;
+
+        case D3D10_SVT_PIXELSHADER:
+            if (s->shader.ps)
+                ID3D10PixelShader_Release(s->shader.ps);
+            break;
+
+        case D3D10_SVT_GEOMETRYSHADER:
+            if (s->shader.gs)
+                ID3D10GeometryShader_Release(s->shader.gs);
+            break;
+
+        default:
+            FIXME("Unhandled shader type %s.\n", debug_d3d10_shader_variable_type(type));
+            break;
+    }
+}
+
 static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v)
 {
     unsigned int i;
@@ -2159,8 +2188,7 @@ static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v)
             case D3D10_SVT_VERTEXSHADER:
             case D3D10_SVT_PIXELSHADER:
             case D3D10_SVT_GEOMETRYSHADER:
-                shader_free_signature(&((struct d3d10_effect_shader_variable *)v->data)->input_signature);
-                shader_free_signature(&((struct d3d10_effect_shader_variable *)v->data)->output_signature);
+                d3d10_effect_shader_variable_destroy(v->data, v->type->basetype);
                 break;
 
             default:




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