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:
parent
2e027f8668
commit
600d6b0199
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@ -189,7 +189,7 @@ static void STDMETHODCALLTYPE d3d_query_wined3d_object_destroyed(void *parent)
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struct d3d_query *query = parent;
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wined3d_private_store_cleanup(&query->private_store);
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HeapFree(GetProcessHeap(), 0, parent);
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heap_free(parent);
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}
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static const struct wined3d_parent_ops d3d_query_wined3d_parent_ops =
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@ -502,13 +502,13 @@ HRESULT d3d_query_create(struct d3d_device *device, const D3D11_QUERY_DESC *desc
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if (is_predicate_type)
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predicate = TRUE;
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if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
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if (!(object = heap_alloc_zero(sizeof(*object))))
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return E_OUTOFMEMORY;
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if (FAILED(hr = d3d_query_init(object, device, desc, predicate)))
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{
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WARN("Failed to initialize predicate, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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heap_free(object);
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return hr;
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}
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@ -379,7 +379,7 @@ static void STDMETHODCALLTYPE d3d_buffer_wined3d_object_released(void *parent)
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struct d3d_buffer *buffer = parent;
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wined3d_private_store_cleanup(&buffer->private_store);
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HeapFree(GetProcessHeap(), 0, parent);
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heap_free(parent);
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}
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static const struct wined3d_parent_ops d3d_buffer_wined3d_parent_ops =
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@ -484,13 +484,13 @@ HRESULT d3d_buffer_create(struct d3d_device *device, const D3D11_BUFFER_DESC *de
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struct d3d_buffer *object;
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HRESULT hr;
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if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
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if (!(object = heap_alloc_zero(sizeof(*object))))
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return E_OUTOFMEMORY;
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if (FAILED(hr = d3d_buffer_init(object, device, desc, data)))
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{
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WARN("Failed to initialize buffer, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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heap_free(object);
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return hr;
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}
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@ -20,6 +20,7 @@
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#define __WINE_D3D11_PRIVATE_H
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#include "wine/debug.h"
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#include "wine/heap.h"
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#include <assert.h>
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@ -94,13 +95,6 @@ HRESULT d3d_set_private_data(struct wined3d_private_store *store,
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HRESULT d3d_set_private_data_interface(struct wined3d_private_store *store,
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REFGUID guid, const IUnknown *object) DECLSPEC_HIDDEN;
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static inline void *d3d11_calloc(SIZE_T count, SIZE_T size)
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{
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if (count > ~(SIZE_T)0 / size)
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return NULL;
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return HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, count * size);
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}
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static inline void read_dword(const char **ptr, DWORD *d)
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{
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memcpy(d, *ptr, sizeof(*d));
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@ -5198,7 +5198,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShaderWithStreamOutp
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}
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if (output_stream_decl_count
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&& !(so_entries = d3d11_calloc(output_stream_decl_count, sizeof(*so_entries))))
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&& !(so_entries = heap_calloc(output_stream_decl_count, sizeof(*so_entries))))
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{
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ERR("Failed to allocate D3D11 SO declaration array memory.\n");
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*shader = NULL;
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@ -5220,7 +5220,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShaderWithStreamOutp
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if (output_stream_stride)
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{
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WARN("Stride must be 0 when multiple output slots are used.\n");
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HeapFree(GetProcessHeap(), 0, so_entries);
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heap_free(so_entries);
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*shader = NULL;
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return E_INVALIDARG;
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}
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@ -5229,7 +5229,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShaderWithStreamOutp
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hr = d3d_geometry_shader_create(device, byte_code, byte_code_length,
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so_entries, output_stream_decl_count, &output_stream_stride, stride_count, 0, &object);
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HeapFree(GetProcessHeap(), 0, so_entries);
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heap_free(so_entries);
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if (FAILED(hr))
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{
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*shader = NULL;
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@ -54,7 +54,7 @@ static HRESULT d3d11_input_layout_to_wined3d_declaration(const D3D11_INPUT_ELEME
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return E_FAIL;
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}
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if (!(*wined3d_elements = d3d11_calloc(element_count, sizeof(**wined3d_elements))))
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if (!(*wined3d_elements = heap_calloc(element_count, sizeof(**wined3d_elements))))
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{
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ERR("Failed to allocate wined3d vertex element array memory.\n");
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shader_free_signature(&is);
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@ -315,7 +315,7 @@ static void STDMETHODCALLTYPE d3d_input_layout_wined3d_object_destroyed(void *pa
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struct d3d_input_layout *layout = parent;
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wined3d_private_store_cleanup(&layout->private_store);
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HeapFree(GetProcessHeap(), 0, parent);
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heap_free(parent);
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}
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static const struct wined3d_parent_ops d3d_input_layout_wined3d_parent_ops =
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@ -347,7 +347,7 @@ static HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d
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hr = wined3d_vertex_declaration_create(device->wined3d_device, wined3d_elements, element_count,
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layout, &d3d_input_layout_wined3d_parent_ops, &layout->wined3d_decl);
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HeapFree(GetProcessHeap(), 0, wined3d_elements);
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heap_free(wined3d_elements);
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if (FAILED(hr))
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{
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WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
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@ -370,15 +370,14 @@ HRESULT d3d_input_layout_create(struct d3d_device *device,
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struct d3d_input_layout *object;
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HRESULT hr;
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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if (!(object = heap_alloc_zero(sizeof(*object))))
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return E_OUTOFMEMORY;
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if (FAILED(hr = d3d_input_layout_init(object, device, element_descs, element_count,
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shader_byte_code, shader_byte_code_length)))
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{
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WARN("Failed to initialize input layout, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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heap_free(object);
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return hr;
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}
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@ -220,7 +220,7 @@ HRESULT shader_parse_signature(DWORD tag, const char *data, DWORD data_size,
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return E_INVALIDARG;
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}
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if (!(e = d3d11_calloc(count, sizeof(*e))))
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if (!(e = heap_calloc(count, sizeof(*e))))
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{
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ERR("Failed to allocate input signature memory.\n");
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return E_OUTOFMEMORY;
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@ -238,7 +238,7 @@ HRESULT shader_parse_signature(DWORD tag, const char *data, DWORD data_size,
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if (!(e[i].semantic_name = shader_get_string(data, data_size, name_offset)))
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{
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WARN("Invalid name offset %#x (data size %#x).\n", name_offset, data_size);
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HeapFree(GetProcessHeap(), 0, e);
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heap_free(e);
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return E_INVALIDARG;
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}
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read_dword(&ptr, &e[i].semantic_idx);
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@ -277,7 +277,7 @@ struct wined3d_shader_signature_element *shader_find_signature_element(const str
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void shader_free_signature(struct wined3d_shader_signature *s)
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{
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HeapFree(GetProcessHeap(), 0, s->elements);
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heap_free(s->elements);
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}
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/* ID3D11VertexShader methods */
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@ -509,7 +509,7 @@ static void STDMETHODCALLTYPE d3d_vertex_shader_wined3d_object_destroyed(void *p
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struct d3d_vertex_shader *shader = parent;
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wined3d_private_store_cleanup(&shader->private_store);
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HeapFree(GetProcessHeap(), 0, parent);
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heap_free(parent);
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}
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static const struct wined3d_parent_ops d3d_vertex_shader_wined3d_parent_ops =
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@ -583,13 +583,13 @@ HRESULT d3d_vertex_shader_create(struct d3d_device *device, const void *byte_cod
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struct d3d_vertex_shader *object;
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HRESULT hr;
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if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
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if (!(object = heap_alloc_zero(sizeof(*object))))
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return E_OUTOFMEMORY;
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if (FAILED(hr = d3d_vertex_shader_init(object, device, byte_code, byte_code_length)))
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{
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WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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heap_free(object);
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return hr;
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}
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@ -744,7 +744,7 @@ static void STDMETHODCALLTYPE d3d11_hull_shader_wined3d_object_destroyed(void *p
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struct d3d11_hull_shader *shader = parent;
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wined3d_private_store_cleanup(&shader->private_store);
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HeapFree(GetProcessHeap(), 0, parent);
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heap_free(parent);
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}
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static const struct wined3d_parent_ops d3d11_hull_shader_wined3d_parent_ops =
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@ -796,12 +796,12 @@ HRESULT d3d11_hull_shader_create(struct d3d_device *device, const void *byte_cod
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struct d3d11_hull_shader *object;
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HRESULT hr;
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if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
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if (!(object = heap_alloc_zero(sizeof(*object))))
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return E_OUTOFMEMORY;
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if (FAILED(hr = d3d11_hull_shader_init(object, device, byte_code, byte_code_length)))
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{
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HeapFree(GetProcessHeap(), 0, object);
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heap_free(object);
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return hr;
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}
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@ -947,7 +947,7 @@ static void STDMETHODCALLTYPE d3d11_domain_shader_wined3d_object_destroyed(void
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struct d3d11_domain_shader *shader = parent;
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wined3d_private_store_cleanup(&shader->private_store);
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HeapFree(GetProcessHeap(), 0, parent);
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heap_free(parent);
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}
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static const struct wined3d_parent_ops d3d11_domain_shader_wined3d_parent_ops =
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@ -999,12 +999,12 @@ HRESULT d3d11_domain_shader_create(struct d3d_device *device, const void *byte_c
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struct d3d11_domain_shader *object;
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HRESULT hr;
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if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
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if (!(object = heap_alloc_zero(sizeof(*object))))
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return E_OUTOFMEMORY;
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if (FAILED(hr = d3d11_domain_shader_init(object, device, byte_code, byte_code_length)))
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{
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HeapFree(GetProcessHeap(), 0, object);
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heap_free(object);
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return hr;
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}
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@ -1253,7 +1253,7 @@ static void STDMETHODCALLTYPE d3d_geometry_shader_wined3d_object_destroyed(void
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struct d3d_geometry_shader *shader = parent;
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wined3d_private_store_cleanup(&shader->private_store);
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HeapFree(GetProcessHeap(), 0, parent);
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heap_free(parent);
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}
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static const struct wined3d_parent_ops d3d_geometry_shader_wined3d_parent_ops =
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@ -1491,7 +1491,7 @@ static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader,
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so_desc.buffer_stride_count = buffer_stride_count;
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so_desc.rasterizer_stream_idx = rasterizer_stream;
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if (!(so_desc.elements = d3d11_calloc(so_entry_count, sizeof(*so_desc.elements))))
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if (!(so_desc.elements = heap_calloc(so_entry_count, sizeof(*so_desc.elements))))
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{
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ERR("Failed to allocate wined3d stream output element array memory.\n");
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free_shader_desc(&desc);
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@ -1501,7 +1501,7 @@ static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader,
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so_entries, so_entry_count, buffer_strides, buffer_stride_count,
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&desc.output_signature, device->feature_level)))
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{
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HeapFree(GetProcessHeap(), 0, so_desc.elements);
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heap_free(so_desc.elements);
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free_shader_desc(&desc);
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return hr;
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}
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@ -1515,7 +1515,7 @@ static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader,
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hr = wined3d_shader_create_gs(device->wined3d_device, &desc, so_entries ? &so_desc : NULL,
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shader, &d3d_geometry_shader_wined3d_parent_ops, &shader->wined3d_shader);
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HeapFree(GetProcessHeap(), 0, so_desc.elements);
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heap_free(so_desc.elements);
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free_shader_desc(&desc);
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if (FAILED(hr))
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{
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@ -1540,14 +1540,14 @@ HRESULT d3d_geometry_shader_create(struct d3d_device *device, const void *byte_c
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struct d3d_geometry_shader *object;
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HRESULT hr;
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if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
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if (!(object = heap_alloc_zero(sizeof(*object))))
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return E_OUTOFMEMORY;
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if (FAILED(hr = d3d_geometry_shader_init(object, device, byte_code, byte_code_length,
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so_entries, so_entry_count, buffer_strides, buffer_stride_count, rasterizer_stream)))
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{
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WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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heap_free(object);
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return hr;
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}
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@ -1804,7 +1804,7 @@ static void STDMETHODCALLTYPE d3d_pixel_shader_wined3d_object_destroyed(void *pa
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struct d3d_pixel_shader *shader = parent;
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wined3d_private_store_cleanup(&shader->private_store);
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HeapFree(GetProcessHeap(), 0, parent);
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heap_free(parent);
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}
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static const struct wined3d_parent_ops d3d_pixel_shader_wined3d_parent_ops =
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@ -1857,13 +1857,13 @@ HRESULT d3d_pixel_shader_create(struct d3d_device *device, const void *byte_code
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struct d3d_pixel_shader *object;
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HRESULT hr;
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if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
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if (!(object = heap_alloc_zero(sizeof(*object))))
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return E_OUTOFMEMORY;
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if (FAILED(hr = d3d_pixel_shader_init(object, device, byte_code, byte_code_length)))
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{
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WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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heap_free(object);
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return hr;
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}
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@ -2016,7 +2016,7 @@ static void STDMETHODCALLTYPE d3d11_compute_shader_wined3d_object_destroyed(void
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struct d3d11_compute_shader *shader = parent;
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wined3d_private_store_cleanup(&shader->private_store);
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HeapFree(GetProcessHeap(), 0, parent);
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heap_free(parent);
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}
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static const struct wined3d_parent_ops d3d11_compute_shader_wined3d_parent_ops =
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@ -2067,12 +2067,12 @@ HRESULT d3d11_compute_shader_create(struct d3d_device *device, const void *byte_
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struct d3d11_compute_shader *object;
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HRESULT hr;
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if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
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if (!(object = heap_alloc_zero(sizeof(*object))))
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return E_OUTOFMEMORY;
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if (FAILED(hr = d3d11_compute_shader_init(object, device, byte_code, byte_code_length)))
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{
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HeapFree(GetProcessHeap(), 0, object);
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heap_free(object);
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return hr;
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}
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@ -2139,7 +2139,7 @@ static ULONG STDMETHODCALLTYPE d3d11_class_linkage_Release(ID3D11ClassLinkage *i
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ID3D11Device *device = class_linkage->device;
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wined3d_private_store_cleanup(&class_linkage->private_store);
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HeapFree(GetProcessHeap(), 0, class_linkage);
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heap_free(class_linkage);
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ID3D11Device_Release(device);
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}
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@ -2228,7 +2228,7 @@ HRESULT d3d11_class_linkage_create(struct d3d_device *device, struct d3d11_class
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{
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struct d3d11_class_linkage *object;
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if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
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if (!(object = heap_alloc_zero(sizeof(*object))))
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return E_OUTOFMEMORY;
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object->ID3D11ClassLinkage_iface.lpVtbl = &d3d11_class_linkage_vtbl;
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@ -87,7 +87,7 @@ static ULONG STDMETHODCALLTYPE d3d11_blend_state_Release(ID3D11BlendState *iface
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wine_rb_remove(&device->blend_states, &state->entry);
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d3d_blend_state_cleanup(state);
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wined3d_mutex_unlock();
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HeapFree(GetProcessHeap(), 0, state);
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heap_free(state);
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}
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return refcount;
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@ -357,7 +357,7 @@ HRESULT d3d_blend_state_create(struct d3d_device *device, const D3D11_BLEND_DESC
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return S_OK;
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}
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if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
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if (!(object = heap_alloc_zero(sizeof(*object))))
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{
|
||||
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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue