HLSL: Avoid leaking a shadow sampler struct

This commit is contained in:
David Neto 2019-01-16 16:55:03 -05:00
parent 4c096c52f8
commit edadbed6fb

View File

@ -39,6 +39,7 @@
#include "hlslGrammar.h"
#include "hlslAttributes.h"
#include "../glslang/Include/Common.h"
#include "../glslang/MachineIndependent/Scan.h"
#include "../glslang/MachineIndependent/preprocessor/PpContext.h"
@ -3129,7 +3130,7 @@ TIntermAggregate* HlslParseContext::handleSamplerTextureCombine(const TSourceLoc
if (textureShadowEntry != textureShadowVariant.end())
newId = textureShadowEntry->second->get(shadowMode);
else
textureShadowVariant[texSymbol->getId()] = new tShadowTextureSymbols;
textureShadowVariant[texSymbol->getId()] = NewPoolObject(tShadowTextureSymbols(), 1);
// Sometimes we have to create another symbol (if this texture has been seen before,
// and we haven't created the form for this shadow mode).