d2d1/effect: Store shader id itself, not a pointer to it.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Nikolay Sivov 2022-05-25 10:29:11 +03:00 committed by Alexandre Julliard
parent 7f98e1417a
commit ecf6c84c29
2 changed files with 2 additions and 2 deletions

View file

@ -582,7 +582,7 @@ void d2d_device_init(struct d2d_device *device, ID2D1Factory1 *factory, IDXGIDev
struct d2d_shader
{
const GUID *id;
GUID id;
IUnknown *shader;
};

View file

@ -214,7 +214,7 @@ static HRESULT STDMETHODCALLTYPE d2d_effect_context_LoadVertexShader(ID2D1Effect
effect_context->shader_count++;
shader = &effect_context->shaders[effect_context->shader_count - 1];
shader->id = shader_id;
shader->id = *shader_id;
shader->shader = (IUnknown *)vertex_shader;
return S_OK;