#include "hlslGrammar.h"
#include "hlslAttributes.h"
+#include "../glslang/Include/Common.h"
#include "../glslang/MachineIndependent/Scan.h"
#include "../glslang/MachineIndependent/preprocessor/PpContext.h"
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).