find_swizzled_attribs(decl, This);
-#if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
- it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
- if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) {
- HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
- This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE);
- This->fixupVertexBufferSize = PGMSIZE;
- This->fixupVertexBuffer[0] = 0;
- }
- buffer.buffer = This->device->fixupVertexBuffer;
-#else
buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
-#endif
buffer.bsize = 0;
buffer.lineNo = 0;
buffer.newline = TRUE;
((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_vshader(iface, &buffer);
-#if 1 /* if were using the data buffer of device then we don't need to free it */
- HeapFree(GetProcessHeap(), 0, buffer.buffer);
-#endif
+ HeapFree(GetProcessHeap(), 0, buffer.buffer);
}
/* *******************************************