mirror of
git://source.winehq.org/git/wine.git
synced 2024-10-14 09:57:19 +00:00
d3d8: Use the global memory allocation helpers.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
6187de0143
commit
4b08687757
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@ -262,7 +262,7 @@ static void STDMETHODCALLTYPE d3d8_vertexbuffer_wined3d_object_destroyed(void *p
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{
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struct d3d8_vertexbuffer *buffer = parent;
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d3d8_resource_cleanup(&buffer->resource);
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HeapFree(GetProcessHeap(), 0, buffer);
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heap_free(buffer);
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}
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static const struct wined3d_parent_ops d3d8_vertexbuffer_wined3d_parent_ops =
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@ -558,7 +558,7 @@ static void STDMETHODCALLTYPE d3d8_indexbuffer_wined3d_object_destroyed(void *pa
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{
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struct d3d8_indexbuffer *buffer = parent;
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d3d8_resource_cleanup(&buffer->resource);
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HeapFree(GetProcessHeap(), 0, buffer);
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heap_free(buffer);
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}
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static const struct wined3d_parent_ops d3d8_indexbuffer_wined3d_parent_ops =
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@ -41,13 +41,13 @@ IDirect3D8 * WINAPI DECLSPEC_HOTPATCH Direct3DCreate8(UINT sdk_version)
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TRACE("sdk_version %#x.\n", sdk_version);
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if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
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if (!(object = heap_alloc_zero(sizeof(*object))))
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return NULL;
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if (!d3d8_init(object))
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{
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WARN("Failed to initialize d3d8.\n");
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HeapFree(GetProcessHeap(), 0, object);
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heap_free(object);
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return NULL;
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}
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@ -33,6 +33,7 @@
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#include "winbase.h"
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#include "wingdi.h"
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#include "wine/debug.h"
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#include "wine/heap.h"
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#include "d3d8.h"
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#include "wine/wined3d.h"
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@ -324,9 +324,9 @@ static DWORD d3d8_allocate_handle(struct d3d8_handle_table *t, void *object, enu
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{
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/* Grow the table */
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UINT new_size = t->table_size + (t->table_size >> 1);
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struct d3d8_handle_entry *new_entries = HeapReAlloc(GetProcessHeap(),
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0, t->entries, new_size * sizeof(*t->entries));
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if (!new_entries)
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struct d3d8_handle_entry *new_entries;
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if (!(new_entries = heap_realloc(t->entries, new_size * sizeof(*t->entries))))
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{
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ERR("Failed to grow the handle table.\n");
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return D3D8_INVALID_HANDLE;
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@ -444,7 +444,7 @@ static ULONG WINAPI d3d8_device_Release(IDirect3DDevice8 *iface)
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{
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d3d8_vertex_declaration_destroy(device->decls[i].declaration);
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}
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HeapFree(GetProcessHeap(), 0, device->decls);
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heap_free(device->decls);
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if (device->vertex_buffer)
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wined3d_buffer_decref(device->vertex_buffer);
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@ -454,8 +454,8 @@ static ULONG WINAPI d3d8_device_Release(IDirect3DDevice8 *iface)
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wined3d_device_uninit_3d(device->wined3d_device);
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wined3d_device_release_focus_window(device->wined3d_device);
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wined3d_device_decref(device->wined3d_device);
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HeapFree(GetProcessHeap(), 0, device->handle_table.entries);
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HeapFree(GetProcessHeap(), 0, device);
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heap_free(device->handle_table.entries);
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heap_free(device);
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wined3d_mutex_unlock();
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@ -863,15 +863,14 @@ static HRESULT WINAPI d3d8_device_CreateTexture(IDirect3DDevice8 *iface,
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return D3DERR_INVALIDCALL;
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*texture = NULL;
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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if (!(object = heap_alloc_zero(sizeof(*object))))
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return D3DERR_OUTOFVIDEOMEMORY;
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hr = texture_init(object, device, width, height, levels, usage, format, pool);
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if (FAILED(hr))
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{
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WARN("Failed to initialize texture, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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heap_free(object);
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return hr;
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}
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@ -896,15 +895,14 @@ static HRESULT WINAPI d3d8_device_CreateVolumeTexture(IDirect3DDevice8 *iface,
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return D3DERR_INVALIDCALL;
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*texture = NULL;
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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if (!(object = heap_alloc_zero(sizeof(*object))))
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return D3DERR_OUTOFVIDEOMEMORY;
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hr = volumetexture_init(object, device, width, height, depth, levels, usage, format, pool);
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if (FAILED(hr))
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{
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WARN("Failed to initialize volume texture, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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heap_free(object);
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return hr;
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}
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@ -928,15 +926,14 @@ static HRESULT WINAPI d3d8_device_CreateCubeTexture(IDirect3DDevice8 *iface, UIN
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return D3DERR_INVALIDCALL;
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*texture = NULL;
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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if (!(object = heap_alloc_zero(sizeof(*object))))
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return D3DERR_OUTOFVIDEOMEMORY;
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hr = cubetexture_init(object, device, edge_length, levels, usage, format, pool);
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if (FAILED(hr))
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{
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WARN("Failed to initialize cube texture, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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heap_free(object);
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return hr;
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}
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@ -956,15 +953,14 @@ static HRESULT WINAPI d3d8_device_CreateVertexBuffer(IDirect3DDevice8 *iface, UI
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TRACE("iface %p, size %u, usage %#x, fvf %#x, pool %#x, buffer %p.\n",
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iface, size, usage, fvf, pool, buffer);
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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if (!(object = heap_alloc_zero(sizeof(*object))))
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return D3DERR_OUTOFVIDEOMEMORY;
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hr = vertexbuffer_init(object, device, size, usage, fvf, pool);
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if (FAILED(hr))
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{
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WARN("Failed to initialize vertex buffer, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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heap_free(object);
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return hr;
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}
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@ -984,15 +980,14 @@ static HRESULT WINAPI d3d8_device_CreateIndexBuffer(IDirect3DDevice8 *iface, UIN
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TRACE("iface %p, size %u, usage %#x, format %#x, pool %#x, buffer %p.\n",
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iface, size, usage, format, pool, buffer);
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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if (!(object = heap_alloc_zero(sizeof(*object))))
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return D3DERR_OUTOFVIDEOMEMORY;
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hr = indexbuffer_init(object, device, size, usage, format, pool);
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if (FAILED(hr))
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{
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WARN("Failed to initialize index buffer, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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heap_free(object);
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return hr;
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}
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@ -2355,8 +2350,7 @@ static HRESULT WINAPI d3d8_device_CreateVertexShader(IDirect3DDevice8 *iface,
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TRACE("iface %p, declaration %p, byte_code %p, shader %p, usage %#x.\n",
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iface, declaration, byte_code, shader, usage);
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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if (!(object = heap_alloc_zero(sizeof(*object))))
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{
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*shader = 0;
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return E_OUTOFMEMORY;
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@ -2368,7 +2362,7 @@ static HRESULT WINAPI d3d8_device_CreateVertexShader(IDirect3DDevice8 *iface,
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if (handle == D3D8_INVALID_HANDLE)
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{
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ERR("Failed to allocate vertex shader handle.\n");
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HeapFree(GetProcessHeap(), 0, object);
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heap_free(object);
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*shader = 0;
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return E_OUTOFMEMORY;
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}
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@ -2382,7 +2376,7 @@ static HRESULT WINAPI d3d8_device_CreateVertexShader(IDirect3DDevice8 *iface,
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wined3d_mutex_lock();
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d3d8_free_handle(&device->handle_table, handle, D3D8_HANDLE_VS);
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wined3d_mutex_unlock();
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HeapFree(GetProcessHeap(), 0, object);
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heap_free(object);
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*shader = 0;
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return hr;
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}
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@ -2422,13 +2416,13 @@ static struct d3d8_vertex_declaration *d3d8_device_get_fvf_declaration(struct d3
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}
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TRACE("not found. Creating and inserting at position %d.\n", low);
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if (!(d3d8_declaration = HeapAlloc(GetProcessHeap(), 0, sizeof(*d3d8_declaration))))
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if (!(d3d8_declaration = heap_alloc(sizeof(*d3d8_declaration))))
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return NULL;
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if (FAILED(hr = d3d8_vertex_declaration_init_fvf(d3d8_declaration, device, fvf)))
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{
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WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, d3d8_declaration);
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heap_free(d3d8_declaration);
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return NULL;
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}
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@ -2436,9 +2430,8 @@ static struct d3d8_vertex_declaration *d3d8_device_get_fvf_declaration(struct d3
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{
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UINT grow = device->declArraySize / 2;
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convertedDecls = HeapReAlloc(GetProcessHeap(), 0, convertedDecls,
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sizeof(*convertedDecls) * (device->numConvertedDecls + grow));
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if (!convertedDecls)
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if (!(convertedDecls = heap_realloc(convertedDecls,
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sizeof(*convertedDecls) * (device->numConvertedDecls + grow))))
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{
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d3d8_vertex_declaration_destroy(d3d8_declaration);
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return NULL;
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@ -2733,8 +2726,7 @@ static HRESULT WINAPI d3d8_device_CreatePixelShader(IDirect3DDevice8 *iface,
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if (!shader)
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return D3DERR_INVALIDCALL;
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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if (!(object = heap_alloc_zero(sizeof(*object))))
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return E_OUTOFMEMORY;
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wined3d_mutex_lock();
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@ -2743,7 +2735,7 @@ static HRESULT WINAPI d3d8_device_CreatePixelShader(IDirect3DDevice8 *iface,
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if (handle == D3D8_INVALID_HANDLE)
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{
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ERR("Failed to allocate pixel shader handle.\n");
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HeapFree(GetProcessHeap(), 0, object);
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heap_free(object);
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return E_OUTOFMEMORY;
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}
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@ -2756,7 +2748,7 @@ static HRESULT WINAPI d3d8_device_CreatePixelShader(IDirect3DDevice8 *iface,
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wined3d_mutex_lock();
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d3d8_free_handle(&device->handle_table, handle, D3D8_HANDLE_PS);
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wined3d_mutex_unlock();
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HeapFree(GetProcessHeap(), 0, object);
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heap_free(object);
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*shader = 0;
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return hr;
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}
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@ -3119,7 +3111,7 @@ static HRESULT CDECL device_parent_surface_created(struct wined3d_device_parent
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TRACE("device_parent %p, wined3d_texture %p, sub_resource_idx %u, parent %p, parent_ops %p.\n",
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device_parent, wined3d_texture, sub_resource_idx, parent, parent_ops);
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if (!(d3d_surface = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*d3d_surface))))
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if (!(d3d_surface = heap_alloc_zero(sizeof(*d3d_surface))))
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return E_OUTOFMEMORY;
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surface_init(d3d_surface, wined3d_texture, sub_resource_idx, parent_ops);
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@ -3138,7 +3130,7 @@ static HRESULT CDECL device_parent_volume_created(struct wined3d_device_parent *
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TRACE("device_parent %p, texture %p, sub_resource_idx %u, parent %p, parent_ops %p.\n",
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device_parent, wined3d_texture, sub_resource_idx, parent, parent_ops);
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if (!(d3d_volume = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*d3d_volume))))
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if (!(d3d_volume = heap_alloc_zero(sizeof(*d3d_volume))))
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return E_OUTOFMEMORY;
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volume_init(d3d_volume, wined3d_texture, sub_resource_idx, parent_ops);
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@ -3234,9 +3226,8 @@ HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wine
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device->IDirect3DDevice8_iface.lpVtbl = &d3d8_device_vtbl;
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device->device_parent.ops = &d3d8_wined3d_device_parent_ops;
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device->ref = 1;
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device->handle_table.entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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D3D8_INITIAL_HANDLE_TABLE_SIZE * sizeof(*device->handle_table.entries));
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if (!device->handle_table.entries)
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if (!(device->handle_table.entries = heap_alloc_zero(D3D8_INITIAL_HANDLE_TABLE_SIZE
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* sizeof(*device->handle_table.entries))))
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{
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ERR("Failed to allocate handle table memory.\n");
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return E_OUTOFMEMORY;
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@ -3252,7 +3243,7 @@ HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wine
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{
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WARN("Failed to create wined3d device, hr %#x.\n", hr);
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wined3d_mutex_unlock();
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HeapFree(GetProcessHeap(), 0, device->handle_table.entries);
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heap_free(device->handle_table.entries);
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return hr;
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}
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@ -3267,7 +3258,7 @@ HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wine
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ERR("Failed to acquire focus window, hr %#x.\n", hr);
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wined3d_device_decref(device->wined3d_device);
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wined3d_mutex_unlock();
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HeapFree(GetProcessHeap(), 0, device->handle_table.entries);
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heap_free(device->handle_table.entries);
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return hr;
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}
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@ -3286,7 +3277,7 @@ HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wine
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wined3d_device_release_focus_window(device->wined3d_device);
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wined3d_device_decref(device->wined3d_device);
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wined3d_mutex_unlock();
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HeapFree(GetProcessHeap(), 0, device->handle_table.entries);
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heap_free(device->handle_table.entries);
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return D3DERR_INVALIDCALL;
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}
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@ -3296,7 +3287,7 @@ HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wine
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wined3d_device_release_focus_window(device->wined3d_device);
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wined3d_device_decref(device->wined3d_device);
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wined3d_mutex_unlock();
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HeapFree(GetProcessHeap(), 0, device->handle_table.entries);
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heap_free(device->handle_table.entries);
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return hr;
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}
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@ -3308,8 +3299,7 @@ HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wine
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present_parameters_from_wined3d_swapchain_desc(parameters, &swapchain_desc);
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device->declArraySize = 16;
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device->decls = HeapAlloc(GetProcessHeap(), 0, device->declArraySize * sizeof(*device->decls));
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if (!device->decls)
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if (!(device->decls = heap_alloc(device->declArraySize * sizeof(*device->decls))))
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{
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ERR("Failed to allocate FVF vertex declaration map memory.\n");
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hr = E_OUTOFMEMORY;
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@ -3330,6 +3320,6 @@ err:
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wined3d_device_release_focus_window(device->wined3d_device);
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wined3d_device_decref(device->wined3d_device);
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wined3d_mutex_unlock();
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HeapFree(GetProcessHeap(), 0, device->handle_table.entries);
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heap_free(device->handle_table.entries);
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return hr;
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}
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@ -81,7 +81,7 @@ static ULONG WINAPI d3d8_Release(IDirect3D8 *iface)
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wined3d_decref(d3d8->wined3d);
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wined3d_mutex_unlock();
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HeapFree(GetProcessHeap(), 0, d3d8);
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heap_free(d3d8);
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}
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return refcount;
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@ -373,15 +373,14 @@ static HRESULT WINAPI d3d8_CreateDevice(IDirect3D8 *iface, UINT adapter,
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TRACE("iface %p, adapter %u, device_type %#x, focus_window %p, flags %#x, parameters %p, device %p.\n",
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iface, adapter, device_type, focus_window, flags, parameters, device);
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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if (!(object = heap_alloc_zero(sizeof(*object))))
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return E_OUTOFMEMORY;
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hr = device_init(object, d3d8, d3d8->wined3d, adapter, device_type, focus_window, flags, parameters);
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if (FAILED(hr))
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{
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WARN("Failed to initialize device, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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heap_free(object);
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return hr;
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}
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@ -26,7 +26,7 @@ static void STDMETHODCALLTYPE d3d8_vertexshader_wined3d_object_destroyed(void *p
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{
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struct d3d8_vertex_shader *shader = parent;
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d3d8_vertex_declaration_destroy(shader->vertex_declaration);
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HeapFree(GetProcessHeap(), 0, shader);
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heap_free(shader);
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}
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void d3d8_vertex_shader_destroy(struct d3d8_vertex_shader *shader)
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@ -59,15 +59,14 @@ static HRESULT d3d8_vertexshader_create_vertexdeclaration(struct d3d8_device *de
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TRACE("device %p, declaration %p, shader_handle %#x, decl_ptr %p.\n",
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device, declaration, shader_handle, decl_ptr);
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
||||
if (!object)
|
||||
if (!(object = heap_alloc_zero(sizeof(*object))))
|
||||
return E_OUTOFMEMORY;
|
||||
|
||||
hr = d3d8_vertex_declaration_init(object, device, declaration, shader_handle);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
|
||||
HeapFree(GetProcessHeap(), 0, object);
|
||||
heap_free(object);
|
||||
return hr;
|
||||
}
|
||||
|
||||
|
@ -143,7 +142,7 @@ HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struct d3d8_d
|
|||
|
||||
static void STDMETHODCALLTYPE d3d8_pixelshader_wined3d_object_destroyed(void *parent)
|
||||
{
|
||||
HeapFree(GetProcessHeap(), 0, parent);
|
||||
heap_free(parent);
|
||||
}
|
||||
|
||||
void d3d8_pixel_shader_destroy(struct d3d8_pixel_shader *shader)
|
||||
|
|
|
@ -306,7 +306,7 @@ static void STDMETHODCALLTYPE surface_wined3d_object_destroyed(void *parent)
|
|||
{
|
||||
struct d3d8_surface *surface = parent;
|
||||
d3d8_resource_cleanup(&surface->resource);
|
||||
HeapFree(GetProcessHeap(), 0, surface);
|
||||
heap_free(surface);
|
||||
}
|
||||
|
||||
static const struct wined3d_parent_ops d3d8_surface_wined3d_parent_ops =
|
||||
|
|
|
@ -158,7 +158,7 @@ static const IDirect3DSwapChain8Vtbl d3d8_swapchain_vtbl =
|
|||
|
||||
static void STDMETHODCALLTYPE d3d8_swapchain_wined3d_object_released(void *parent)
|
||||
{
|
||||
HeapFree(GetProcessHeap(), 0, parent);
|
||||
heap_free(parent);
|
||||
}
|
||||
|
||||
static const struct wined3d_parent_ops d3d8_swapchain_wined3d_parent_ops =
|
||||
|
@ -197,13 +197,13 @@ HRESULT d3d8_swapchain_create(struct d3d8_device *device, struct wined3d_swapcha
|
|||
struct d3d8_swapchain *object;
|
||||
HRESULT hr;
|
||||
|
||||
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
|
||||
if (!(object = heap_alloc_zero(sizeof(*object))))
|
||||
return E_OUTOFMEMORY;
|
||||
|
||||
if (FAILED(hr = swapchain_init(object, device, desc)))
|
||||
{
|
||||
WARN("Failed to initialize swapchain, hr %#x.\n", hr);
|
||||
HeapFree(GetProcessHeap(), 0, object);
|
||||
heap_free(object);
|
||||
return hr;
|
||||
}
|
||||
|
||||
|
|
|
@ -1083,7 +1083,7 @@ static void STDMETHODCALLTYPE d3d8_texture_wined3d_object_destroyed(void *parent
|
|||
{
|
||||
struct d3d8_texture *texture = parent;
|
||||
d3d8_resource_cleanup(&texture->resource);
|
||||
HeapFree(GetProcessHeap(), 0, texture);
|
||||
heap_free(texture);
|
||||
}
|
||||
|
||||
static const struct wined3d_parent_ops d3d8_texture_wined3d_parent_ops =
|
||||
|
|
|
@ -266,7 +266,7 @@ static UINT convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3
|
|||
TRACE("d3d8_elements %p, d3d8_elements_size %p, wined3d_elements %p\n", d3d8_elements, d3d8_elements_size, wined3d_elements);
|
||||
|
||||
/* 128 should be enough for anyone... */
|
||||
*wined3d_elements = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 128 * sizeof(**wined3d_elements));
|
||||
*wined3d_elements = heap_alloc_zero(128 * sizeof(**wined3d_elements));
|
||||
while (D3DVSD_END() != *token)
|
||||
{
|
||||
token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
|
||||
|
@ -314,8 +314,8 @@ static UINT convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3
|
|||
static void STDMETHODCALLTYPE d3d8_vertexdeclaration_wined3d_object_destroyed(void *parent)
|
||||
{
|
||||
struct d3d8_vertex_declaration *declaration = parent;
|
||||
HeapFree(GetProcessHeap(), 0, declaration->elements);
|
||||
HeapFree(GetProcessHeap(), 0, declaration);
|
||||
heap_free(declaration->elements);
|
||||
heap_free(declaration);
|
||||
}
|
||||
|
||||
void d3d8_vertex_declaration_destroy(struct d3d8_vertex_declaration *declaration)
|
||||
|
@ -342,11 +342,10 @@ HRESULT d3d8_vertex_declaration_init(struct d3d8_vertex_declaration *declaration
|
|||
declaration->shader_handle = shader_handle;
|
||||
|
||||
wined3d_element_count = convert_to_wined3d_declaration(elements, &declaration->elements_size, &wined3d_elements);
|
||||
declaration->elements = HeapAlloc(GetProcessHeap(), 0, declaration->elements_size);
|
||||
if (!declaration->elements)
|
||||
if (!(declaration->elements = heap_alloc(declaration->elements_size)))
|
||||
{
|
||||
ERR("Failed to allocate vertex declaration elements memory.\n");
|
||||
HeapFree(GetProcessHeap(), 0, wined3d_elements);
|
||||
heap_free(wined3d_elements);
|
||||
return E_OUTOFMEMORY;
|
||||
}
|
||||
|
||||
|
@ -356,11 +355,11 @@ HRESULT d3d8_vertex_declaration_init(struct d3d8_vertex_declaration *declaration
|
|||
hr = wined3d_vertex_declaration_create(device->wined3d_device, wined3d_elements, wined3d_element_count,
|
||||
declaration, &d3d8_vertexdeclaration_wined3d_parent_ops, &declaration->wined3d_vertex_declaration);
|
||||
wined3d_mutex_unlock();
|
||||
HeapFree(GetProcessHeap(), 0, wined3d_elements);
|
||||
heap_free(wined3d_elements);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
|
||||
HeapFree(GetProcessHeap(), 0, declaration->elements);
|
||||
heap_free(declaration->elements);
|
||||
return hr;
|
||||
}
|
||||
|
||||
|
|
|
@ -195,7 +195,7 @@ static void STDMETHODCALLTYPE volume_wined3d_object_destroyed(void *parent)
|
|||
{
|
||||
struct d3d8_volume *volume = parent;
|
||||
d3d8_resource_cleanup(&volume->resource);
|
||||
HeapFree(GetProcessHeap(), 0, volume);
|
||||
heap_free(volume);
|
||||
}
|
||||
|
||||
static const struct wined3d_parent_ops d3d8_volume_wined3d_parent_ops =
|
||||
|
|
Loading…
Reference in a new issue