d3dx9: Correctly handle sprites array reallocation.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -342,6 +342,7 @@ static HRESULT WINAPI d3dx9_sprite_Draw(ID3DXSprite *iface, IDirect3DTexture9 *t
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const RECT *rect, const D3DXVECTOR3 *center, const D3DXVECTOR3 *position, D3DCOLOR color)
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{
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struct d3dx9_sprite *This = impl_from_ID3DXSprite(iface);
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struct sprite *new_sprites;
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D3DSURFACE_DESC texdesc;
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TRACE("iface %p, texture %p, rect %s, center %p, position %p, color 0x%08x.\n",
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@ -357,9 +358,12 @@ static HRESULT WINAPI d3dx9_sprite_Draw(ID3DXSprite *iface, IDirect3DTexture9 *t
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}
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else if (This->allocated_sprites <= This->sprite_count)
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{
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This->allocated_sprites += This->allocated_sprites / 2;
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This->sprites = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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This->sprites, This->allocated_sprites * sizeof(*This->sprites));
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new_sprites = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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This->sprites, This->allocated_sprites * 2 * sizeof(*This->sprites));
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if (!new_sprites)
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return E_OUTOFMEMORY;
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This->sprites = new_sprites;
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This->allocated_sprites *= 2;
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}
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This->sprites[This->sprite_count].texture=texture;
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if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
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