d3d10: Introduce a helper function to allocate arrays (AFL).

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2016-05-25 20:04:01 +02:00 committed by Alexandre Julliard
parent b5aeb661b9
commit 775c7edbc3
2 changed files with 25 additions and 36 deletions

View file

@ -282,6 +282,13 @@ HRESULT WINAPI D3D10CoreCreateDevice(IDXGIFactory *factory, IDXGIAdapter *adapte
HRESULT parse_dxbc(const char *data, SIZE_T data_size,
HRESULT (*chunk_handler)(const char *data, DWORD data_size, DWORD tag, void *ctx), void *ctx) DECLSPEC_HIDDEN;
static inline void *d3d10_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

@ -310,8 +310,7 @@ static HRESULT shader_parse_signature(const char *data, DWORD data_size, struct
return E_INVALIDARG;
}
e = HeapAlloc(GetProcessHeap(), 0, count * sizeof(*e));
if (!e)
if (!(e = d3d10_calloc(count, sizeof(*e))))
{
ERR("Failed to allocate signature memory.\n");
return E_OUTOFMEMORY;
@ -621,8 +620,7 @@ static HRESULT parse_fx10_type(struct d3d10_effect_type *t, const char *ptr, con
t->basetype = 0;
t->type_class = D3D10_SVC_STRUCT;
t->members = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, t->member_count * sizeof(*t->members));
if (!t->members)
if (!(t->members = d3d10_calloc(t->member_count, sizeof(*t->members))))
{
ERR("Failed to allocate members memory.\n");
return E_OUTOFMEMORY;
@ -866,8 +864,7 @@ static HRESULT copy_variableinfo_from_type(struct d3d10_effect_variable *v)
if (v->type->member_count)
{
v->members = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, v->type->member_count * sizeof(*v->members));
if (!v->members)
if (!(v->members = d3d10_calloc(v->type->member_count, sizeof(*v->members))))
{
ERR("Failed to allocate members memory.\n");
return E_OUTOFMEMORY;
@ -909,8 +906,7 @@ static HRESULT copy_variableinfo_from_type(struct d3d10_effect_variable *v)
{
unsigned int bufferoffset = v->buffer_offset;
v->elements = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, v->type->element_count * sizeof(*v->elements));
if (!v->elements)
if (!(v->elements = d3d10_calloc(v->type->element_count, sizeof(*v->elements))))
{
ERR("Failed to allocate elements memory.\n");
return E_OUTOFMEMORY;
@ -1464,8 +1460,7 @@ static HRESULT parse_fx10_pass(struct d3d10_effect_pass *p, const char **ptr, co
read_dword(ptr, &p->annotation_count);
TRACE("Pass has %u annotations.\n", p->annotation_count);
p->annotations = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, p->annotation_count * sizeof(*p->annotations));
if (!p->annotations)
if (!(p->annotations = d3d10_calloc(p->annotation_count, sizeof(*p->annotations))))
{
ERR("Failed to allocate pass annotations memory.\n");
return E_OUTOFMEMORY;
@ -1482,8 +1477,7 @@ static HRESULT parse_fx10_pass(struct d3d10_effect_pass *p, const char **ptr, co
if (FAILED(hr)) return hr;
}
p->objects = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, p->object_count * sizeof(*p->objects));
if (!p->objects)
if (!(p->objects = d3d10_calloc(p->object_count, sizeof(*p->objects))))
{
ERR("Failed to allocate effect objects memory.\n");
return E_OUTOFMEMORY;
@ -1528,8 +1522,7 @@ static HRESULT parse_fx10_technique(struct d3d10_effect_technique *t, const char
read_dword(ptr, &t->annotation_count);
TRACE("Technique has %u annotations.\n", t->annotation_count);
t->annotations = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, t->annotation_count * sizeof(*t->annotations));
if (!t->annotations)
if (!(t->annotations = d3d10_calloc(t->annotation_count, sizeof(*t->annotations))))
{
ERR("Failed to allocate technique annotations memory.\n");
return E_OUTOFMEMORY;
@ -1546,8 +1539,7 @@ static HRESULT parse_fx10_technique(struct d3d10_effect_technique *t, const char
if (FAILED(hr)) return hr;
}
t->passes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, t->pass_count * sizeof(*t->passes));
if (!t->passes)
if (!(t->passes = d3d10_calloc(t->pass_count, sizeof(*t->passes))))
{
ERR("Failed to allocate passes memory\n");
return E_OUTOFMEMORY;
@ -1597,8 +1589,7 @@ static HRESULT parse_fx10_variable(struct d3d10_effect_variable *v, const char *
read_dword(ptr, &v->annotation_count);
TRACE("Variable has %u annotations.\n", v->annotation_count);
v->annotations = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, v->annotation_count * sizeof(*v->annotations));
if (!v->annotations)
if (!(v->annotations = d3d10_calloc(v->annotation_count, sizeof(*v->annotations))))
{
ERR("Failed to allocate variable annotations memory.\n");
return E_OUTOFMEMORY;
@ -1771,8 +1762,7 @@ static HRESULT parse_fx10_local_variable(struct d3d10_effect_variable *v, const
read_dword(ptr, &v->annotation_count);
TRACE("Variable has %u annotations.\n", v->annotation_count);
v->annotations = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, v->annotation_count * sizeof(*v->annotations));
if (!v->annotations)
if (!(v->annotations = d3d10_calloc(v->annotation_count, sizeof(*v->annotations))))
{
ERR("Failed to allocate variable annotations memory.\n");
return E_OUTOFMEMORY;
@ -1860,8 +1850,7 @@ static HRESULT parse_fx10_local_buffer(struct d3d10_effect_variable *l, const ch
read_dword(ptr, &l->annotation_count);
TRACE("Local buffer has %u annotations.\n", l->annotation_count);
l->annotations = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, l->annotation_count * sizeof(*l->annotations));
if (!l->annotations)
if (!(l->annotations = d3d10_calloc(l->annotation_count, sizeof(*l->annotations))))
{
ERR("Failed to allocate local buffer annotations memory.\n");
return E_OUTOFMEMORY;
@ -1878,15 +1867,13 @@ static HRESULT parse_fx10_local_buffer(struct d3d10_effect_variable *l, const ch
if (FAILED(hr)) return hr;
}
l->members = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, l->type->member_count * sizeof(*l->members));
if (!l->members)
if (!(l->members = d3d10_calloc(l->type->member_count, sizeof(*l->members))))
{
ERR("Failed to allocate members memory.\n");
return E_OUTOFMEMORY;
}
l->type->members = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, l->type->member_count * sizeof(*l->type->members));
if (!l->type->members)
if (!(l->type->members = d3d10_calloc(l->type->member_count, sizeof(*l->type->members))))
{
ERR("Failed to allocate type members memory.\n");
return E_OUTOFMEMORY;
@ -2048,36 +2035,31 @@ static HRESULT parse_fx10_body(struct d3d10_effect *e, const char *data, DWORD d
return E_FAIL;
}
e->local_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, e->local_buffer_count * sizeof(*e->local_buffers));
if (!e->local_buffers)
if (!(e->local_buffers = d3d10_calloc(e->local_buffer_count, sizeof(*e->local_buffers))))
{
ERR("Failed to allocate local buffer memory.\n");
return E_OUTOFMEMORY;
}
e->local_variables = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, e->local_variable_count * sizeof(*e->local_variables));
if (!e->local_variables)
if (!(e->local_variables = d3d10_calloc(e->local_variable_count, sizeof(*e->local_variables))))
{
ERR("Failed to allocate local variable memory.\n");
return E_OUTOFMEMORY;
}
e->anonymous_shaders = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, e->anonymous_shader_count * sizeof(*e->anonymous_shaders));
if (!e->anonymous_shaders)
if (!(e->anonymous_shaders = d3d10_calloc(e->anonymous_shader_count, sizeof(*e->anonymous_shaders))))
{
ERR("Failed to allocate anonymous shaders memory\n");
return E_OUTOFMEMORY;
}
e->used_shaders = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, e->used_shader_count * sizeof(*e->used_shaders));
if (!e->used_shaders)
if (!(e->used_shaders = d3d10_calloc(e->used_shader_count, sizeof(*e->used_shaders))))
{
ERR("Failed to allocate used shaders memory\n");
return E_OUTOFMEMORY;
}
e->techniques = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, e->technique_count * sizeof(*e->techniques));
if (!e->techniques)
if (!(e->techniques = d3d10_calloc(e->technique_count, sizeof(*e->techniques))))
{
ERR("Failed to allocate techniques memory\n");
return E_OUTOFMEMORY;