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wined3d: Don't leak memory in IWineD3DPixelShaderImpl_GenerateShader().
This fixes a regression introduced by commit 0bf32b12f5a97045c4c2785260961e53184c29ce.
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f1f62fb5ce
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@ -275,13 +275,18 @@ static void pshader_set_limits(
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static inline GLuint IWineD3DPixelShaderImpl_GenerateShader(
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IWineD3DPixelShaderImpl *This) {
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SHADER_BUFFER buffer;
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GLuint shader;
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buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
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buffer.bsize = 0;
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buffer.lineNo = 0;
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buffer.newline = TRUE;
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return ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader((IWineD3DPixelShader *) This, &buffer);
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shader = ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader((IWineD3DPixelShader *)This, &buffer);
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HeapFree(GetProcessHeap(), 0, buffer.buffer);
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return shader;
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}
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static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
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