diff --git a/dlls/d3dx9_36/effect.c b/dlls/d3dx9_36/effect.c index 0c4fecc8754..547e810ec06 100644 --- a/dlls/d3dx9_36/effect.c +++ b/dlls/d3dx9_36/effect.c @@ -127,7 +127,7 @@ struct d3dx_state UINT operation; UINT index; enum STATE_TYPE type; - struct d3dx_parameter *parameter; + struct d3dx_parameter parameter; }; struct d3dx_sampler @@ -558,8 +558,7 @@ static struct d3dx_parameter *get_valid_parameter(struct d3dx9_base_effect *base static void free_state(struct d3dx_state *state) { - free_parameter(state->parameter, FALSE, FALSE); - HeapFree(GetProcessHeap(), 0, state->parameter); + free_parameter(&state->parameter, FALSE, FALSE); } static void free_object(struct d3dx_object *object) @@ -4618,11 +4617,6 @@ static HRESULT d3dx9_parse_state(struct d3dx_state *state, const char *data, con DWORD offset; const char *ptr2; HRESULT hr; - struct d3dx_parameter *parameter; - - parameter = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*parameter)); - if (!parameter) - return E_OUTOFMEMORY; state->type = ST_CONSTANT; @@ -4635,7 +4629,7 @@ static HRESULT d3dx9_parse_state(struct d3dx_state *state, const char *data, con read_dword(ptr, &offset); TRACE("Typedef offset: %#x\n", offset); ptr2 = data + offset; - hr = d3dx9_parse_effect_typedef(parameter, data, &ptr2, NULL, 0); + hr = d3dx9_parse_effect_typedef(&state->parameter, data, &ptr2, NULL, 0); if (hr != D3D_OK) { WARN("Failed to parse type definition\n"); @@ -4644,20 +4638,18 @@ static HRESULT d3dx9_parse_state(struct d3dx_state *state, const char *data, con read_dword(ptr, &offset); TRACE("Value offset: %#x\n", offset); - hr = d3dx9_parse_init_value(parameter, data, data + offset, objects); + hr = d3dx9_parse_init_value(&state->parameter, data, data + offset, objects); if (hr != D3D_OK) { WARN("Failed to parse value\n"); goto err_out; } - state->parameter = parameter; - return D3D_OK; err_out: - free_parameter(parameter, FALSE, FALSE); + free_parameter(&state->parameter, FALSE, FALSE); return hr; } @@ -5007,7 +4999,7 @@ static HRESULT d3dx9_parse_resource(struct d3dx9_base_effect *base, const char * state = &pass->states[state_index]; } - param = state->parameter; + param = &state->parameter; /* * TODO: Do we need to create the shader/string here or later when we access them?