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