[PATCH 4/6] d2d1/effect: Store shader id itself, not a pointer to it.
Nikolay Sivov
nsivov at codeweavers.com
Wed May 25 02:29:11 CDT 2022
Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
---
dlls/d2d1/d2d1_private.h | 2 +-
dlls/d2d1/effect.c | 2 +-
2 files changed, 2 insertions(+), 2 deletions(-)
diff --git a/dlls/d2d1/d2d1_private.h b/dlls/d2d1/d2d1_private.h
index 9564f19a3cf..8edfa030ee1 100644
--- a/dlls/d2d1/d2d1_private.h
+++ b/dlls/d2d1/d2d1_private.h
@@ -582,7 +582,7 @@ void d2d_device_init(struct d2d_device *device, ID2D1Factory1 *factory, IDXGIDev
struct d2d_shader
{
- const GUID *id;
+ GUID id;
IUnknown *shader;
};
diff --git a/dlls/d2d1/effect.c b/dlls/d2d1/effect.c
index b87ae6bb77d..eceb6234193 100644
--- a/dlls/d2d1/effect.c
+++ b/dlls/d2d1/effect.c
@@ -214,7 +214,7 @@ static HRESULT STDMETHODCALLTYPE d2d_effect_context_LoadVertexShader(ID2D1Effect
effect_context->shader_count++;
shader = &effect_context->shaders[effect_context->shader_count - 1];
- shader->id = shader_id;
+ shader->id = *shader_id;
shader->shader = (IUnknown *)vertex_shader;
return S_OK;
--
2.35.1
More information about the wine-devel
mailing list