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wined3d: Remove ERR() on HeapAlloc failure for small sizes known at compile time.
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@ -1153,10 +1153,8 @@ static void *atifs_alloc(const struct wined3d_shader_backend_ops *shader_backend
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struct atifs_private_data *priv;
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if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
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{
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ERR("Out of memory.\n");
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return NULL;
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}
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if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
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{
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ERR("Failed to initialize rbtree.\n");
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@ -1283,10 +1283,7 @@ HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, struct wined3
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Failed to allocate memory\n");
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return E_OUTOFMEMORY;
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}
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FIXME("Ignoring access flags (pool)\n");
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@ -1328,7 +1325,6 @@ HRESULT CDECL wined3d_buffer_create_vb(struct wined3d_device *device, UINT size,
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Out of memory\n");
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*buffer = NULL;
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return WINED3DERR_OUTOFVIDEOMEMORY;
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}
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@ -1360,7 +1356,6 @@ HRESULT CDECL wined3d_buffer_create_ib(struct wined3d_device *device, UINT size,
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Out of memory\n");
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*buffer = NULL;
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return WINED3DERR_OUTOFVIDEOMEMORY;
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}
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@ -1277,10 +1277,7 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
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ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
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if (!ret)
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{
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ERR("Failed to allocate context memory.\n");
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return NULL;
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}
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ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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gl_info->limits.buffers * sizeof(*ret->blit_targets));
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@ -1765,10 +1765,8 @@ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
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TRACE("Adding new light\n");
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Out of memory error when allocating a light\n");
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return E_OUTOFMEMORY;
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}
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list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
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object->glIndex = -1;
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object->OriginalIndex = light_idx;
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@ -4780,10 +4780,7 @@ HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, e
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Failed to allocate device memory.\n");
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return E_OUTOFMEMORY;
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}
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hr = device_init(object, wined3d, adapter_idx, device_type,
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focus_window, flags, surface_alignment, device_parent);
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@ -5446,10 +5446,7 @@ static struct glsl_ffp_fragment_shader *shader_glsl_find_ffp_fragment_shader(str
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return CONTAINING_RECORD(desc, struct glsl_ffp_fragment_shader, entry);
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if (!(glsl_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc))))
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{
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ERR("Failed to allocate ffp desc memory.\n");
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return NULL;
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}
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glsl_desc->entry.settings = *args;
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glsl_desc->id = shader_glsl_generate_ffp_fragment_shader(&priv->shader_buffer, args, gl_info);
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@ -199,10 +199,7 @@ HRESULT CDECL wined3d_palette_create(struct wined3d_device *device, DWORD flags,
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Failed to allocate palette memory.\n");
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return E_OUTOFMEMORY;
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}
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hr = wined3d_palette_init(object, device, flags, entries, parent);
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if (FAILED(hr))
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@ -610,10 +610,7 @@ HRESULT CDECL wined3d_query_create(struct wined3d_device *device,
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Failed to allocate query memory.\n");
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return E_OUTOFMEMORY;
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}
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hr = query_init(object, device, type);
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if (FAILED(hr))
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@ -65,10 +65,7 @@ HRESULT CDECL wined3d_sampler_create(void *parent, struct wined3d_sampler **samp
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TRACE("parent %p, sampler %p.\n", parent, sampler);
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if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
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{
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ERR("Failed to allocate memory.\n");
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return E_OUTOFMEMORY;
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}
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wined3d_sampler_init(object, parent);
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@ -1510,10 +1510,7 @@ static HRESULT shader_none_alloc(struct wined3d_device *device, const struct fra
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void *fragment_priv;
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if (!(priv = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv))))
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{
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ERR("Failed to allocate private data.\n");
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return E_OUTOFMEMORY;
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}
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if (!(fragment_priv = fragment_pipe->alloc_private(&none_shader_backend, priv)))
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{
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@ -2303,10 +2300,7 @@ HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const DWOR
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Failed to allocate shader memory.\n");
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return E_OUTOFMEMORY;
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}
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hr = geometryshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
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if (FAILED(hr))
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@ -2334,10 +2328,7 @@ HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const DWOR
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Failed to allocate shader memory.\n");
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return E_OUTOFMEMORY;
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}
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hr = pixelshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
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if (FAILED(hr))
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@ -2365,10 +2356,7 @@ HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const DWOR
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Failed to allocate shader memory.\n");
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return E_OUTOFMEMORY;
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}
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hr = vertexshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
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if (FAILED(hr))
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@ -530,10 +530,7 @@ static void *shader_sm1_init(const DWORD *byte_code, const struct wined3d_shader
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priv = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv));
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if (!priv)
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{
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ERR("Failed to allocate private data\n");
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return NULL;
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}
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if (output_signature)
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{
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@ -1451,10 +1451,7 @@ HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device,
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Failed to allocate stateblock memory.\n");
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return E_OUTOFMEMORY;
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}
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hr = stateblock_init(object, device, type);
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if (FAILED(hr))
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@ -7247,10 +7247,7 @@ HRESULT CDECL wined3d_surface_create(struct wined3d_device *device, UINT width,
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Failed to allocate surface memory.\n");
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return WINED3DERR_OUTOFVIDEOMEMORY;
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}
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if (FAILED(hr = surface_init(object, device->surface_alignment, width, height, multisample_type,
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multisample_quality, device, usage, format_id, pool, flags, parent, parent_ops)))
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@ -1098,10 +1098,7 @@ HRESULT CDECL wined3d_swapchain_create(struct wined3d_device *device, struct win
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Failed to allocate swapchain memory.\n");
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return E_OUTOFMEMORY;
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}
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hr = swapchain_init(object, device, desc, parent, parent_ops);
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if (FAILED(hr))
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@ -1251,7 +1251,6 @@ HRESULT CDECL wined3d_texture_create_2d(struct wined3d_device *device, UINT widt
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Out of memory.\n");
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*texture = NULL;
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return WINED3DERR_OUTOFVIDEOMEMORY;
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}
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@ -1287,7 +1286,6 @@ HRESULT CDECL wined3d_texture_create_3d(struct wined3d_device *device, UINT widt
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Out of memory\n");
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*texture = NULL;
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return WINED3DERR_OUTOFVIDEOMEMORY;
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}
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@ -1323,7 +1321,6 @@ HRESULT CDECL wined3d_texture_create_cube(struct wined3d_device *device, UINT ed
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Out of memory\n");
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*texture = NULL;
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return WINED3DERR_OUTOFVIDEOMEMORY;
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}
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@ -252,10 +252,7 @@ HRESULT CDECL wined3d_vertex_declaration_create(struct wined3d_device *device,
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if(!object)
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{
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ERR("Failed to allocate vertex declaration memory.\n");
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return E_OUTOFMEMORY;
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}
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hr = vertexdeclaration_init(object, device, elements, element_count, parent, parent_ops);
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if (FAILED(hr))
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@ -77,10 +77,7 @@ HRESULT CDECL wined3d_rendertarget_view_create(struct wined3d_resource *resource
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Failed to allocate memory\n");
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return E_OUTOFMEMORY;
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}
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wined3d_rendertarget_view_init(object, resource, parent);
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@ -312,7 +312,6 @@ HRESULT CDECL wined3d_volume_create(struct wined3d_device *device, UINT width, U
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Out of memory\n");
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*volume = NULL;
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return WINED3DERR_OUTOFVIDEOMEMORY;
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}
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