d3dx9: Don't allocate the state parameter.

This commit is contained in:
Rico Schüller 2013-10-06 21:25:41 +02:00 committed by Alexandre Julliard
parent 14869bf4ee
commit bc1d6e5098

View file

@ -127,7 +127,7 @@ struct d3dx_state
UINT operation; UINT operation;
UINT index; UINT index;
enum STATE_TYPE type; enum STATE_TYPE type;
struct d3dx_parameter *parameter; struct d3dx_parameter parameter;
}; };
struct d3dx_sampler 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) static void free_state(struct d3dx_state *state)
{ {
free_parameter(state->parameter, FALSE, FALSE); free_parameter(&state->parameter, FALSE, FALSE);
HeapFree(GetProcessHeap(), 0, state->parameter);
} }
static void free_object(struct d3dx_object *object) 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; DWORD offset;
const char *ptr2; const char *ptr2;
HRESULT hr; HRESULT hr;
struct d3dx_parameter *parameter;
parameter = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*parameter));
if (!parameter)
return E_OUTOFMEMORY;
state->type = ST_CONSTANT; 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); read_dword(ptr, &offset);
TRACE("Typedef offset: %#x\n", offset); TRACE("Typedef offset: %#x\n", offset);
ptr2 = data + 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) if (hr != D3D_OK)
{ {
WARN("Failed to parse type definition\n"); 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); read_dword(ptr, &offset);
TRACE("Value offset: %#x\n", 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) if (hr != D3D_OK)
{ {
WARN("Failed to parse value\n"); WARN("Failed to parse value\n");
goto err_out; goto err_out;
} }
state->parameter = parameter;
return D3D_OK; return D3D_OK;
err_out: err_out:
free_parameter(parameter, FALSE, FALSE); free_parameter(&state->parameter, FALSE, FALSE);
return hr; return hr;
} }
@ -5007,7 +4999,7 @@ static HRESULT d3dx9_parse_resource(struct d3dx9_base_effect *base, const char *
state = &pass->states[state_index]; 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? * TODO: Do we need to create the shader/string here or later when we access them?