d3d11: 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:
Henri Verbeet 2018-02-04 17:20:57 +03:30 committed by Alexandre Julliard
parent 2e027f8668
commit 600d6b0199
9 changed files with 73 additions and 80 deletions

View file

@ -189,7 +189,7 @@ static void STDMETHODCALLTYPE d3d_query_wined3d_object_destroyed(void *parent)
struct d3d_query *query = parent;
wined3d_private_store_cleanup(&query->private_store);
HeapFree(GetProcessHeap(), 0, parent);
heap_free(parent);
}
static const struct wined3d_parent_ops d3d_query_wined3d_parent_ops =
@ -502,13 +502,13 @@ HRESULT d3d_query_create(struct d3d_device *device, const D3D11_QUERY_DESC *desc
if (is_predicate_type)
predicate = TRUE;
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
if (!(object = heap_alloc_zero(sizeof(*object))))
return E_OUTOFMEMORY;
if (FAILED(hr = d3d_query_init(object, device, desc, predicate)))
{
WARN("Failed to initialize predicate, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
heap_free(object);
return hr;
}

View file

@ -379,7 +379,7 @@ static void STDMETHODCALLTYPE d3d_buffer_wined3d_object_released(void *parent)
struct d3d_buffer *buffer = parent;
wined3d_private_store_cleanup(&buffer->private_store);
HeapFree(GetProcessHeap(), 0, parent);
heap_free(parent);
}
static const struct wined3d_parent_ops d3d_buffer_wined3d_parent_ops =
@ -484,13 +484,13 @@ HRESULT d3d_buffer_create(struct d3d_device *device, const D3D11_BUFFER_DESC *de
struct d3d_buffer *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 = d3d_buffer_init(object, device, desc, data)))
{
WARN("Failed to initialize buffer, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
heap_free(object);
return hr;
}

View file

@ -20,6 +20,7 @@
#define __WINE_D3D11_PRIVATE_H
#include "wine/debug.h"
#include "wine/heap.h"
#include <assert.h>
@ -94,13 +95,6 @@ HRESULT d3d_set_private_data(struct wined3d_private_store *store,
HRESULT d3d_set_private_data_interface(struct wined3d_private_store *store,
REFGUID guid, const IUnknown *object) DECLSPEC_HIDDEN;
static inline void *d3d11_calloc(SIZE_T count, SIZE_T size)
{
if (count > ~(SIZE_T)0 / size)
return NULL;
return HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, count * size);
}
static inline void read_dword(const char **ptr, DWORD *d)
{
memcpy(d, *ptr, sizeof(*d));

View file

@ -5198,7 +5198,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShaderWithStreamOutp
}
if (output_stream_decl_count
&& !(so_entries = d3d11_calloc(output_stream_decl_count, sizeof(*so_entries))))
&& !(so_entries = heap_calloc(output_stream_decl_count, sizeof(*so_entries))))
{
ERR("Failed to allocate D3D11 SO declaration array memory.\n");
*shader = NULL;
@ -5220,7 +5220,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShaderWithStreamOutp
if (output_stream_stride)
{
WARN("Stride must be 0 when multiple output slots are used.\n");
HeapFree(GetProcessHeap(), 0, so_entries);
heap_free(so_entries);
*shader = NULL;
return E_INVALIDARG;
}
@ -5229,7 +5229,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShaderWithStreamOutp
hr = d3d_geometry_shader_create(device, byte_code, byte_code_length,
so_entries, output_stream_decl_count, &output_stream_stride, stride_count, 0, &object);
HeapFree(GetProcessHeap(), 0, so_entries);
heap_free(so_entries);
if (FAILED(hr))
{
*shader = NULL;

View file

@ -54,7 +54,7 @@ static HRESULT d3d11_input_layout_to_wined3d_declaration(const D3D11_INPUT_ELEME
return E_FAIL;
}
if (!(*wined3d_elements = d3d11_calloc(element_count, sizeof(**wined3d_elements))))
if (!(*wined3d_elements = heap_calloc(element_count, sizeof(**wined3d_elements))))
{
ERR("Failed to allocate wined3d vertex element array memory.\n");
shader_free_signature(&is);
@ -315,7 +315,7 @@ static void STDMETHODCALLTYPE d3d_input_layout_wined3d_object_destroyed(void *pa
struct d3d_input_layout *layout = parent;
wined3d_private_store_cleanup(&layout->private_store);
HeapFree(GetProcessHeap(), 0, parent);
heap_free(parent);
}
static const struct wined3d_parent_ops d3d_input_layout_wined3d_parent_ops =
@ -347,7 +347,7 @@ static HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d
hr = wined3d_vertex_declaration_create(device->wined3d_device, wined3d_elements, element_count,
layout, &d3d_input_layout_wined3d_parent_ops, &layout->wined3d_decl);
HeapFree(GetProcessHeap(), 0, wined3d_elements);
heap_free(wined3d_elements);
if (FAILED(hr))
{
WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
@ -370,15 +370,14 @@ HRESULT d3d_input_layout_create(struct d3d_device *device,
struct d3d_input_layout *object;
HRESULT hr;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
if (!(object = heap_alloc_zero(sizeof(*object))))
return E_OUTOFMEMORY;
if (FAILED(hr = d3d_input_layout_init(object, device, element_descs, element_count,
shader_byte_code, shader_byte_code_length)))
{
WARN("Failed to initialize input layout, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
heap_free(object);
return hr;
}

View file

@ -220,7 +220,7 @@ HRESULT shader_parse_signature(DWORD tag, const char *data, DWORD data_size,
return E_INVALIDARG;
}
if (!(e = d3d11_calloc(count, sizeof(*e))))
if (!(e = heap_calloc(count, sizeof(*e))))
{
ERR("Failed to allocate input signature memory.\n");
return E_OUTOFMEMORY;
@ -238,7 +238,7 @@ HRESULT shader_parse_signature(DWORD tag, const char *data, DWORD data_size,
if (!(e[i].semantic_name = shader_get_string(data, data_size, name_offset)))
{
WARN("Invalid name offset %#x (data size %#x).\n", name_offset, data_size);
HeapFree(GetProcessHeap(), 0, e);
heap_free(e);
return E_INVALIDARG;
}
read_dword(&ptr, &e[i].semantic_idx);
@ -277,7 +277,7 @@ struct wined3d_shader_signature_element *shader_find_signature_element(const str
void shader_free_signature(struct wined3d_shader_signature *s)
{
HeapFree(GetProcessHeap(), 0, s->elements);
heap_free(s->elements);
}
/* ID3D11VertexShader methods */
@ -509,7 +509,7 @@ static void STDMETHODCALLTYPE d3d_vertex_shader_wined3d_object_destroyed(void *p
struct d3d_vertex_shader *shader = parent;
wined3d_private_store_cleanup(&shader->private_store);
HeapFree(GetProcessHeap(), 0, parent);
heap_free(parent);
}
static const struct wined3d_parent_ops d3d_vertex_shader_wined3d_parent_ops =
@ -583,13 +583,13 @@ HRESULT d3d_vertex_shader_create(struct d3d_device *device, const void *byte_cod
struct d3d_vertex_shader *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 = d3d_vertex_shader_init(object, device, byte_code, byte_code_length)))
{
WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
heap_free(object);
return hr;
}
@ -744,7 +744,7 @@ static void STDMETHODCALLTYPE d3d11_hull_shader_wined3d_object_destroyed(void *p
struct d3d11_hull_shader *shader = parent;
wined3d_private_store_cleanup(&shader->private_store);
HeapFree(GetProcessHeap(), 0, parent);
heap_free(parent);
}
static const struct wined3d_parent_ops d3d11_hull_shader_wined3d_parent_ops =
@ -796,12 +796,12 @@ HRESULT d3d11_hull_shader_create(struct d3d_device *device, const void *byte_cod
struct d3d11_hull_shader *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 = d3d11_hull_shader_init(object, device, byte_code, byte_code_length)))
{
HeapFree(GetProcessHeap(), 0, object);
heap_free(object);
return hr;
}
@ -947,7 +947,7 @@ static void STDMETHODCALLTYPE d3d11_domain_shader_wined3d_object_destroyed(void
struct d3d11_domain_shader *shader = parent;
wined3d_private_store_cleanup(&shader->private_store);
HeapFree(GetProcessHeap(), 0, parent);
heap_free(parent);
}
static const struct wined3d_parent_ops d3d11_domain_shader_wined3d_parent_ops =
@ -999,12 +999,12 @@ HRESULT d3d11_domain_shader_create(struct d3d_device *device, const void *byte_c
struct d3d11_domain_shader *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 = d3d11_domain_shader_init(object, device, byte_code, byte_code_length)))
{
HeapFree(GetProcessHeap(), 0, object);
heap_free(object);
return hr;
}
@ -1253,7 +1253,7 @@ static void STDMETHODCALLTYPE d3d_geometry_shader_wined3d_object_destroyed(void
struct d3d_geometry_shader *shader = parent;
wined3d_private_store_cleanup(&shader->private_store);
HeapFree(GetProcessHeap(), 0, parent);
heap_free(parent);
}
static const struct wined3d_parent_ops d3d_geometry_shader_wined3d_parent_ops =
@ -1491,7 +1491,7 @@ static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader,
so_desc.buffer_stride_count = buffer_stride_count;
so_desc.rasterizer_stream_idx = rasterizer_stream;
if (!(so_desc.elements = d3d11_calloc(so_entry_count, sizeof(*so_desc.elements))))
if (!(so_desc.elements = heap_calloc(so_entry_count, sizeof(*so_desc.elements))))
{
ERR("Failed to allocate wined3d stream output element array memory.\n");
free_shader_desc(&desc);
@ -1501,7 +1501,7 @@ static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader,
so_entries, so_entry_count, buffer_strides, buffer_stride_count,
&desc.output_signature, device->feature_level)))
{
HeapFree(GetProcessHeap(), 0, so_desc.elements);
heap_free(so_desc.elements);
free_shader_desc(&desc);
return hr;
}
@ -1515,7 +1515,7 @@ static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader,
hr = wined3d_shader_create_gs(device->wined3d_device, &desc, so_entries ? &so_desc : NULL,
shader, &d3d_geometry_shader_wined3d_parent_ops, &shader->wined3d_shader);
HeapFree(GetProcessHeap(), 0, so_desc.elements);
heap_free(so_desc.elements);
free_shader_desc(&desc);
if (FAILED(hr))
{
@ -1540,14 +1540,14 @@ HRESULT d3d_geometry_shader_create(struct d3d_device *device, const void *byte_c
struct d3d_geometry_shader *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 = d3d_geometry_shader_init(object, device, byte_code, byte_code_length,
so_entries, so_entry_count, buffer_strides, buffer_stride_count, rasterizer_stream)))
{
WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
heap_free(object);
return hr;
}
@ -1804,7 +1804,7 @@ static void STDMETHODCALLTYPE d3d_pixel_shader_wined3d_object_destroyed(void *pa
struct d3d_pixel_shader *shader = parent;
wined3d_private_store_cleanup(&shader->private_store);
HeapFree(GetProcessHeap(), 0, parent);
heap_free(parent);
}
static const struct wined3d_parent_ops d3d_pixel_shader_wined3d_parent_ops =
@ -1857,13 +1857,13 @@ HRESULT d3d_pixel_shader_create(struct d3d_device *device, const void *byte_code
struct d3d_pixel_shader *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 = d3d_pixel_shader_init(object, device, byte_code, byte_code_length)))
{
WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
heap_free(object);
return hr;
}
@ -2016,7 +2016,7 @@ static void STDMETHODCALLTYPE d3d11_compute_shader_wined3d_object_destroyed(void
struct d3d11_compute_shader *shader = parent;
wined3d_private_store_cleanup(&shader->private_store);
HeapFree(GetProcessHeap(), 0, parent);
heap_free(parent);
}
static const struct wined3d_parent_ops d3d11_compute_shader_wined3d_parent_ops =
@ -2067,12 +2067,12 @@ HRESULT d3d11_compute_shader_create(struct d3d_device *device, const void *byte_
struct d3d11_compute_shader *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 = d3d11_compute_shader_init(object, device, byte_code, byte_code_length)))
{
HeapFree(GetProcessHeap(), 0, object);
heap_free(object);
return hr;
}
@ -2139,7 +2139,7 @@ static ULONG STDMETHODCALLTYPE d3d11_class_linkage_Release(ID3D11ClassLinkage *i
ID3D11Device *device = class_linkage->device;
wined3d_private_store_cleanup(&class_linkage->private_store);
HeapFree(GetProcessHeap(), 0, class_linkage);
heap_free(class_linkage);
ID3D11Device_Release(device);
}
@ -2228,7 +2228,7 @@ HRESULT d3d11_class_linkage_create(struct d3d_device *device, struct d3d11_class
{
struct d3d11_class_linkage *object;
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
if (!(object = heap_alloc_zero(sizeof(*object))))
return E_OUTOFMEMORY;
object->ID3D11ClassLinkage_iface.lpVtbl = &d3d11_class_linkage_vtbl;

View file

@ -87,7 +87,7 @@ static ULONG STDMETHODCALLTYPE d3d11_blend_state_Release(ID3D11BlendState *iface
wine_rb_remove(&device->blend_states, &state->entry);
d3d_blend_state_cleanup(state);
wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, state);
heap_free(state);
}
return refcount;
@ -357,7 +357,7 @@ HRESULT d3d_blend_state_create(struct d3d_device *device, const D3D11_BLEND_DESC
return S_OK;
}
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
if (!(object = heap_alloc_zero(sizeof(*object))))
{
wined3d_mutex_unlock();
return E_OUTOFMEMORY;
@ -366,7 +366,7 @@ HRESULT d3d_blend_state_create(struct d3d_device *device, const D3D11_BLEND_DESC
if (FAILED(hr = d3d_blend_state_init(object, device, &tmp_desc)))
{
WARN("Failed to initialize blend state, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
heap_free(object);
wined3d_mutex_unlock();
return hr;
}
@ -375,7 +375,7 @@ HRESULT d3d_blend_state_create(struct d3d_device *device, const D3D11_BLEND_DESC
{
ERR("Failed to insert blend state entry.\n");
d3d_blend_state_cleanup(object);
HeapFree(GetProcessHeap(), 0, object);
heap_free(object);
wined3d_mutex_unlock();
return E_FAIL;
}
@ -467,7 +467,7 @@ static ULONG STDMETHODCALLTYPE d3d11_depthstencil_state_Release(ID3D11DepthStenc
wine_rb_remove(&device->depthstencil_states, &state->entry);
d3d_depthstencil_state_cleanup(state);
wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, state);
heap_free(state);
}
return refcount;
@ -721,7 +721,7 @@ HRESULT d3d_depthstencil_state_create(struct d3d_device *device, const D3D11_DEP
return S_OK;
}
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
if (!(object = heap_alloc_zero(sizeof(*object))))
{
wined3d_mutex_unlock();
return E_OUTOFMEMORY;
@ -730,7 +730,7 @@ HRESULT d3d_depthstencil_state_create(struct d3d_device *device, const D3D11_DEP
if (FAILED(hr = d3d_depthstencil_state_init(object, device, &tmp_desc)))
{
WARN("Failed to initialize depthstencil state, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
heap_free(object);
wined3d_mutex_unlock();
return hr;
}
@ -739,7 +739,7 @@ HRESULT d3d_depthstencil_state_create(struct d3d_device *device, const D3D11_DEP
{
ERR("Failed to insert depthstencil state entry.\n");
d3d_depthstencil_state_cleanup(object);
HeapFree(GetProcessHeap(), 0, object);
heap_free(object);
wined3d_mutex_unlock();
return E_FAIL;
}
@ -1025,7 +1025,7 @@ static void STDMETHODCALLTYPE d3d_rasterizer_state_wined3d_object_destroyed(void
wine_rb_remove(&device->rasterizer_states, &state->entry);
wined3d_private_store_cleanup(&state->private_store);
HeapFree(GetProcessHeap(), 0, parent);
heap_free(parent);
}
static const struct wined3d_parent_ops d3d_rasterizer_state_wined3d_parent_ops =
@ -1093,7 +1093,7 @@ HRESULT d3d_rasterizer_state_create(struct d3d_device *device, const D3D11_RASTE
return S_OK;
}
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
if (!(object = heap_alloc_zero(sizeof(*object))))
{
wined3d_mutex_unlock();
return E_OUTOFMEMORY;
@ -1104,7 +1104,7 @@ HRESULT d3d_rasterizer_state_create(struct d3d_device *device, const D3D11_RASTE
if (FAILED(hr))
{
WARN("Failed to initialize rasterizer state, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
heap_free(object);
return hr;
}
@ -1388,7 +1388,7 @@ static void STDMETHODCALLTYPE d3d_sampler_wined3d_object_destroyed(void *parent)
wine_rb_remove(&device->sampler_states, &state->entry);
wined3d_private_store_cleanup(&state->private_store);
HeapFree(GetProcessHeap(), 0, parent);
heap_free(parent);
}
static const struct wined3d_parent_ops d3d_sampler_wined3d_parent_ops =
@ -1518,7 +1518,7 @@ HRESULT d3d_sampler_state_create(struct d3d_device *device, const D3D11_SAMPLER_
return S_OK;
}
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
if (!(object = heap_alloc_zero(sizeof(*object))))
{
wined3d_mutex_unlock();
return E_OUTOFMEMORY;
@ -1529,7 +1529,7 @@ HRESULT d3d_sampler_state_create(struct d3d_device *device, const D3D11_SAMPLER_
if (FAILED(hr))
{
WARN("Failed to initialize sampler state, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
heap_free(object);
return hr;
}

View file

@ -275,7 +275,7 @@ static void STDMETHODCALLTYPE d3d_texture2d_wined3d_object_released(void *parent
if (texture->dxgi_surface) IUnknown_Release(texture->dxgi_surface);
wined3d_private_store_cleanup(&texture->private_store);
HeapFree(GetProcessHeap(), 0, texture);
heap_free(texture);
}
static ULONG STDMETHODCALLTYPE d3d10_texture2d_Release(ID3D10Texture2D *iface)
@ -502,7 +502,7 @@ HRESULT d3d_texture2d_create(struct d3d_device *device, const D3D11_TEXTURE2D_DE
return E_INVALIDARG;
}
if (!(texture = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*texture))))
if (!(texture = heap_alloc_zero(sizeof(*texture))))
return E_OUTOFMEMORY;
texture->ID3D11Texture2D_iface.lpVtbl = &d3d11_texture2d_vtbl;
@ -539,7 +539,7 @@ HRESULT d3d_texture2d_create(struct d3d_device *device, const D3D11_TEXTURE2D_DE
{
WARN("Failed to create wined3d texture, hr %#x.\n", hr);
wined3d_private_store_cleanup(&texture->private_store);
HeapFree(GetProcessHeap(), 0, texture);
heap_free(texture);
wined3d_mutex_unlock();
if (hr == WINED3DERR_NOTAVAILABLE || hr == WINED3DERR_INVALIDCALL)
hr = E_INVALIDARG;
@ -642,7 +642,7 @@ static void STDMETHODCALLTYPE d3d_texture3d_wined3d_object_released(void *parent
struct d3d_texture3d *texture = parent;
wined3d_private_store_cleanup(&texture->private_store);
HeapFree(GetProcessHeap(), 0, parent);
heap_free(parent);
}
static ULONG STDMETHODCALLTYPE d3d11_texture3d_Release(ID3D11Texture3D *iface)
@ -1016,13 +1016,13 @@ HRESULT d3d_texture3d_create(struct d3d_device *device, const D3D11_TEXTURE3D_DE
struct d3d_texture3d *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 = d3d_texture3d_init(object, device, desc, data)))
{
WARN("Failed to initialize texture, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
heap_free(object);
return hr;
}

View file

@ -1244,7 +1244,7 @@ static void STDMETHODCALLTYPE d3d_depth_stencil_view_wined3d_object_destroyed(vo
struct d3d_depthstencil_view *view = parent;
wined3d_private_store_cleanup(&view->private_store);
HeapFree(GetProcessHeap(), 0, parent);
heap_free(parent);
}
static const struct wined3d_parent_ops d3d_depth_stencil_view_wined3d_parent_ops =
@ -1367,13 +1367,13 @@ HRESULT d3d_depthstencil_view_create(struct d3d_device *device, ID3D11Resource *
struct d3d_depthstencil_view *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 = d3d_depthstencil_view_init(object, device, resource, desc)))
{
WARN("Failed to initialize depthstencil view, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
heap_free(object);
return hr;
}
@ -1684,7 +1684,7 @@ static void STDMETHODCALLTYPE d3d_render_target_view_wined3d_object_destroyed(vo
struct d3d_rendertarget_view *view = parent;
wined3d_private_store_cleanup(&view->private_store);
HeapFree(GetProcessHeap(), 0, parent);
heap_free(parent);
}
static const struct wined3d_parent_ops d3d_render_target_view_wined3d_parent_ops =
@ -1815,13 +1815,13 @@ HRESULT d3d_rendertarget_view_create(struct d3d_device *device, ID3D11Resource *
struct d3d_rendertarget_view *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 = d3d_rendertarget_view_init(object, device, resource, desc)))
{
WARN("Failed to initialize rendertarget view, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
heap_free(object);
return hr;
}
@ -2146,7 +2146,7 @@ static void STDMETHODCALLTYPE d3d_shader_resource_view_wined3d_object_destroyed(
struct d3d_shader_resource_view *view = parent;
wined3d_private_store_cleanup(&view->private_store);
HeapFree(GetProcessHeap(), 0, parent);
heap_free(parent);
}
static const struct wined3d_parent_ops d3d_shader_resource_view_wined3d_parent_ops =
@ -2316,13 +2316,13 @@ HRESULT d3d_shader_resource_view_create(struct d3d_device *device, ID3D11Resourc
struct d3d_shader_resource_view *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 = d3d_shader_resource_view_init(object, device, resource, desc)))
{
WARN("Failed to initialize shader resource view, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
heap_free(object);
return hr;
}
@ -2496,7 +2496,7 @@ static void STDMETHODCALLTYPE d3d11_unordered_access_view_wined3d_object_destroy
struct d3d11_unordered_access_view *view = parent;
wined3d_private_store_cleanup(&view->private_store);
HeapFree(GetProcessHeap(), 0, parent);
heap_free(parent);
}
static const struct wined3d_parent_ops d3d11_unordered_access_view_wined3d_parent_ops =
@ -2625,13 +2625,13 @@ HRESULT d3d11_unordered_access_view_create(struct d3d_device *device, ID3D11Reso
struct d3d11_unordered_access_view *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 = d3d11_unordered_access_view_init(object, device, resource, desc)))
{
WARN("Failed to initialize unordered access view, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
heap_free(object);
return hr;
}