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(360) Got rid of crashes while repeatedly loading HLSL shaders -
apparently HLSL needs no memory management? (see comment for source)
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@ -220,26 +220,6 @@ bool hlsl_load_shader(unsigned index, const char *path)
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// (Set earlier if path == NULL).
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if(retval)
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{
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//check if fragment program already exists
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if (prg[index].fprg)
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{
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if (prg[index].fprg)
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prg[index].fprg->Release();
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if (prg[index].f_ctable)
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prg[index].f_ctable->Release();
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}
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//check if vertex program already exists
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if (prg[index].vprg)
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{
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if (prg[index].vprg)
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prg[index].vprg->Release();
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if (prg[index].v_ctable)
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prg[index].v_ctable->Release();
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}
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if (path)
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{
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if (load_program(index, path, true))
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@ -260,6 +240,7 @@ bool hlsl_load_shader(unsigned index, const char *path)
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goto end; // if retval is false, skip to end label
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hlsl_active = true;
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active_index = index;
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d3d_device_ptr->SetVertexShader(prg[index].vprg);
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d3d_device_ptr->SetPixelShader(prg[index].fprg);
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end:
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