On 25.04.2013 09:59, Henri Verbeet wrote:
-static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct fragment_pipeline *fragment_pipe) +static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
{ struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv)); struct fragment_caps fragment_caps;const struct fragment_pipeline *fragment_pipe)
- void *fragment_priv;
void *vertex_priv, *fragment_priv;
if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
{
ERR("Failed to initialize vertex pipe.\n");
HeapFree(GetProcessHeap(), 0, priv);
return E_FAIL;
}
if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv))) { ERR("Failed to initialize fragment pipe.\n");
fragment_pipe->free_private(device);
Shouldn't that vertex_pipe->vp_free(device)?
HeapFree(GetProcessHeap(), 0, priv); return E_FAIL; }
On 25 April 2013 11:58, Rico Schüller kgbricola@web.de wrote:
if (!(fragment_priv =
fragment_pipe->alloc_private(&arb_program_shader_backend, priv))) { ERR("Failed to initialize fragment pipe.\n");
fragment_pipe->free_private(device);
Shouldn't that vertex_pipe->vp_free(device)?
Yeah.