wined3d: fix memory leak in arb program tracking when compiled with MSVC in release mode.
Leonid.Lobachev at Sun.COM
Tue Jul 21 05:40:11 CDT 2009
MSVC adds padding to the struct ffp_frag_setting, those padding bytes
aren't initialized in gen_ffp_frag_op,
which in turn leads to a structures with random bytes being added to the
red/black tree (priv->fragment_shaders) in fragment_prog_arbfp.
Tree comparison function ffp_frag_program_key_compare does memcmp of
those structures, which leads to unpredictable results due to those
In practice certain apps (like unrealII) will eat up memory allocating
several thousands exactly the same shader programs.
It could be solved also by adding pack pragma to the structure
declaration but it's not a best way to go IMHO.
PS. Ofc, problem doesn't occur in debug builds, because MSVC fills
uninitialized memory with fixed values.
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