d3d10core/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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@ -20,6 +20,7 @@
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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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#include <limits.h>
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@ -2567,7 +2568,7 @@ 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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@ -2608,7 +2609,7 @@ static void test_render_target_views(void)
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ID3D10Texture2D_Release(texture);
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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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@ -8421,7 +8422,7 @@ static void test_resource_access(void)
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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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@ -8568,7 +8569,7 @@ static void test_resource_access(void)
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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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refcount = ID3D10Device_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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@ -12760,7 +12761,7 @@ 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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@ -12772,7 +12773,7 @@ static void test_buffer_srv(void)
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}
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hr = ID3D10Device_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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@ -14401,7 +14402,7 @@ 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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ID3D10Device_PSSetSamplers(device, 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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@ -14428,7 +14429,7 @@ 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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@ -14590,8 +14591,8 @@ static void test_generate_mips(void)
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if (is_warp_device(device))
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{
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win_skip("Creating the next texture crashes WARP on some testbot boxes.\n");
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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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ID3D10SamplerState_Release(sampler_state);
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ID3D10PixelShader_Release(ps_3d);
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ID3D10PixelShader_Release(ps);
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@ -14689,8 +14690,8 @@ static void test_generate_mips(void)
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ID3D10Resource_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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ID3D10SamplerState_Release(sampler_state);
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ID3D10PixelShader_Release(ps_3d);
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