d3d11/tests: Use global memory allocation helpers.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -25,6 +25,7 @@
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#define COBJMACROS
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#include "initguid.h"
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#include "d3d11_4.h"
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#include "wine/heap.h"
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#include "wine/test.h"
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#ifndef ARRAY_SIZE
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@ -8198,7 +8199,7 @@ static void test_render_target_views(void)
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, texture_desc.Width * texture_desc.Height * 4);
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data = heap_alloc_zero(texture_desc.Width * texture_desc.Height * 4);
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ok(!!data, "Failed to allocate memory.\n");
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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@ -8282,7 +8283,7 @@ static void test_render_target_views(void)
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ID3D11Resource_Release(resource);
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}
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HeapFree(GetProcessHeap(), 0, data);
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heap_free(data);
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release_test_context(&test_context);
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}
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@ -11154,7 +11155,7 @@ static void test_resource_access(const D3D_FEATURE_LEVEL feature_level)
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data.SysMemPitch = 0;
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data.SysMemSlicePitch = 0;
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data.pSysMem = HeapAlloc(GetProcessHeap(), 0, 10240);
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data.pSysMem = heap_alloc(10240);
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ok(!!data.pSysMem, "Failed to allocate memory.\n");
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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@ -11339,7 +11340,7 @@ static void test_resource_access(const D3D_FEATURE_LEVEL feature_level)
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}
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}
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HeapFree(GetProcessHeap(), 0, (void *)data.pSysMem);
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heap_free((void *)data.pSysMem);
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ID3D11DeviceContext_Release(context);
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refcount = ID3D11Device_Release(device);
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@ -19221,7 +19222,7 @@ static void test_buffer_srv(void)
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resource_data.SysMemSlicePitch = 0;
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if (current_buffer->data_offset)
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{
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data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, current_buffer->byte_count);
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data = heap_alloc_zero(current_buffer->byte_count);
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ok(!!data, "Failed to allocate memory.\n");
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memcpy(data + current_buffer->data_offset, current_buffer->data,
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current_buffer->byte_count - current_buffer->data_offset);
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@ -19233,7 +19234,7 @@ static void test_buffer_srv(void)
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}
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &buffer);
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ok(SUCCEEDED(hr), "Test %u: Failed to create buffer, hr %#x.\n", i, hr);
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HeapFree(GetProcessHeap(), 0, data);
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heap_free(data);
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}
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else
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{
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@ -22786,7 +22787,7 @@ static void test_depth_bias(void)
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rasterizer_desc.SlopeScaledDepthBias = 0.0f;
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rasterizer_desc.DepthClipEnable = TRUE;
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depth_values = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*depth_values) * swapchain_desc.height);
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depth_values = heap_calloc(swapchain_desc.height, sizeof(*depth_values));
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ok(!!depth_values, "Failed to allocate memory.\n");
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for (format_idx = 0; format_idx < ARRAY_SIZE(formats); ++format_idx)
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@ -22988,7 +22989,7 @@ static void test_depth_bias(void)
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ID3D11DepthStencilView_Release(dsv);
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}
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HeapFree(GetProcessHeap(), 0, depth_values);
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heap_free(depth_values);
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release_test_context(&test_context);
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}
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@ -24514,7 +24515,7 @@ static void test_generate_mips(void)
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ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
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ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler_state);
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data = HeapAlloc(GetProcessHeap(), 0, sizeof(*data) * 32 * 32 * 32);
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data = heap_alloc(sizeof(*data) * 32 * 32 * 32);
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for (z = 0; z < 32; ++z)
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{
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@ -24541,7 +24542,7 @@ static void test_generate_mips(void)
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}
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}
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zero_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*zero_data) * 16 * 16 * 16);
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zero_data = heap_alloc_zero(sizeof(*zero_data) * 16 * 16 * 16);
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for (i = 0; i < ARRAY_SIZE(resource_types); ++i)
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{
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@ -24791,8 +24792,8 @@ static void test_generate_mips(void)
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ID3D11Resource_Release(resource);
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HeapFree(GetProcessHeap(), 0, zero_data);
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HeapFree(GetProcessHeap(), 0, data);
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heap_free(zero_data);
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heap_free(data);
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ID3D11SamplerState_Release(sampler_state);
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ID3D11PixelShader_Release(ps_3d);
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