wined3d: Don't leak memory on failure in allocate_shader_constants().

This commit is contained in:
Henri Verbeet 2008-12-12 09:33:52 +01:00 committed by Alexandre Julliard
parent 7d29aecd6f
commit 3e035ddf05
1 changed files with 21 additions and 10 deletions

View File

@ -38,28 +38,39 @@ HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
IWineD3DStateBlockImpl *This = object;
#define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
/* Allocate space for floating point constants */
object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
WINED3D_MEMCHECK(object->pixelShaderConstantF);
if (!object->pixelShaderConstantF) goto fail;
object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
WINED3D_MEMCHECK(object->changed.pixelShaderConstantsF);
if (!object->changed.pixelShaderConstantsF) goto fail;
object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
WINED3D_MEMCHECK(object->vertexShaderConstantF);
if (!object->vertexShaderConstantF) goto fail;
object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
WINED3D_MEMCHECK(object->changed.vertexShaderConstantsF);
if (!object->changed.vertexShaderConstantsF) goto fail;
object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(vshader_constantsF));
WINED3D_MEMCHECK(object->contained_vs_consts_f);
if (!object->contained_vs_consts_f) goto fail;
object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(pshader_constantsF));
WINED3D_MEMCHECK(object->contained_ps_consts_f);
if (!object->contained_ps_consts_f) goto fail;
list_init(&object->set_vconstantsF);
list_init(&object->set_pconstantsF);
#undef WINED3D_MEMCHECK
return WINED3D_OK;
fail:
ERR("Failed to allocate memory\n");
HeapFree(GetProcessHeap(), 0, object->pixelShaderConstantF);
HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
HeapFree(GetProcessHeap(), 0, object->vertexShaderConstantF);
HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
return E_OUTOFMEMORY;
}
/** Copy all members of one stateblock to another */