diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c index 6242697f5b5..ea77ecdb6a2 100644 --- a/dlls/wined3d/stateblock.c +++ b/dlls/wined3d/stateblock.c @@ -254,14 +254,7 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) { if (NULL != This->vertexDecl) { IWineD3DVertexDeclaration_Release(This->vertexDecl); } - - HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF); - HeapFree(GetProcessHeap(), 0, This->set.vertexShaderConstantsF); - HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF); - HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF); - HeapFree(GetProcessHeap(), 0, This->set.pixelShaderConstantsF); - HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF); - + /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */ for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) { if (This->textures[counter]) { @@ -273,6 +266,14 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) { } } + + HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF); + HeapFree(GetProcessHeap(), 0, This->set.vertexShaderConstantsF); + HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF); + HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF); + HeapFree(GetProcessHeap(), 0, This->set.pixelShaderConstantsF); + HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF); + HeapFree(GetProcessHeap(), 0, This); } return refCount;