Yes, sorry, this is the case. It looks like I already changed it later in preliminary shared parameters (pool) implementation, but did not get back to the right patch in the sequence where it is also a problem.
Should I resend the patches with just these changes or wait for your comments on the remaining part?

PS I think there might be also a similar problem for object creation in effect parsing when there are multiple object_id 0 in effect (which is accompanied by a warning that object is already created which is seen quite often), data copying code does not free existing pointer.

On Mon, 28 Mar 2016 at 00:19, Matteo Bruni <matteo.mystral@gmail.com> wrote:
2016-03-23 18:02 GMT+01:00 Paul Gofman <gofmanp@gmail.com>:

Sorry, I thought about this only now:

> @@ -5569,7 +5579,15 @@ static HRESULT d3dx9_parse_resource(struct d3dx9_base_effect *base, const char *
>�� �� �� �� �� �� �� param->referenced_param = get_parameter_by_name(base, NULL, object->data);
>�� �� �� �� �� �� �� if (param->referenced_param)
>�� �� �� �� �� �� �� {
> -�� �� �� �� �� �� �� �� TRACE("Mapping to parameter %p.\n", param->referenced_param);
> +�� �� �� �� �� �� �� �� struct d3dx_parameter *refpar = param->referenced_param;
> +
> +�� �� �� �� �� �� �� �� TRACE("Mapping to parameter %p, having object id %u.\n", refpar, refpar->object_id);
> +�� �� �� �� �� �� �� �� if (refpar->type == D3DXPT_VERTEXSHADER || refpar->type == D3DXPT_PIXELSHADER)
> +�� �� �� �� �� �� �� �� {
> +�� �� �� �� �� �� �� �� �� �� struct d3dx_object *refobj = &base->objects[refpar->object_id];
> +
> +�� �� �� �� �� �� �� �� �� �� d3dx_create_param_eval(base, refobj->data, refobj->size, refpar->type, &refpar->param_eval);
> +�� �� �� �� �� �� �� �� }

If a parameter is referenced multiple times in an effect this probably
allocates the param_eval structure more than once, leaking all but the
last copy (well, it depends on the implementation of
d3dx_create_param_eval(), but it should be the case here).

I haven't tested that directly but I have tested that two references
to the vs_arr array seem to lead to a similar issue WRT the array
elements (i.e. the vertex shaders).