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>
This commit is contained in:
Józef Kucia 2018-02-20 23:59:42 +01:00 committed by Alexandre Julliard
parent 175011d2db
commit d985fa01d4
1 changed files with 13 additions and 12 deletions

View File

@ -20,6 +20,7 @@
#define COBJMACROS
#include "initguid.h"
#include "d3d11_4.h"
#include "wine/heap.h"
#include "wine/test.h"
#include <limits.h>
@ -2567,7 +2568,7 @@ static void test_render_target_views(void)
texture_desc.CPUAccessFlags = 0;
texture_desc.MiscFlags = 0;
data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, texture_desc.Width * texture_desc.Height * 4);
data = heap_alloc_zero(texture_desc.Width * texture_desc.Height * 4);
ok(!!data, "Failed to allocate memory.\n");
for (i = 0; i < ARRAY_SIZE(tests); ++i)
@ -2608,7 +2609,7 @@ static void test_render_target_views(void)
ID3D10Texture2D_Release(texture);
}
HeapFree(GetProcessHeap(), 0, data);
heap_free(data);
release_test_context(&test_context);
}
@ -8421,7 +8422,7 @@ static void test_resource_access(void)
data.SysMemPitch = 0;
data.SysMemSlicePitch = 0;
data.pSysMem = HeapAlloc(GetProcessHeap(), 0, 10240);
data.pSysMem = heap_alloc(10240);
ok(!!data.pSysMem, "Failed to allocate memory.\n");
for (i = 0; i < ARRAY_SIZE(tests); ++i)
@ -8568,7 +8569,7 @@ static void test_resource_access(void)
}
}
HeapFree(GetProcessHeap(), 0, (void *)data.pSysMem);
heap_free((void *)data.pSysMem);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
@ -12760,7 +12761,7 @@ static void test_buffer_srv(void)
resource_data.SysMemSlicePitch = 0;
if (current_buffer->data_offset)
{
data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, current_buffer->byte_count);
data = heap_alloc_zero(current_buffer->byte_count);
ok(!!data, "Failed to allocate memory.\n");
memcpy(data + current_buffer->data_offset, current_buffer->data,
current_buffer->byte_count - current_buffer->data_offset);
@ -12772,7 +12773,7 @@ static void test_buffer_srv(void)
}
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &buffer);
ok(SUCCEEDED(hr), "Test %u: Failed to create buffer, hr %#x.\n", i, hr);
HeapFree(GetProcessHeap(), 0, data);
heap_free(data);
}
else
{
@ -14401,7 +14402,7 @@ static void test_generate_mips(void)
ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
data = HeapAlloc(GetProcessHeap(), 0, sizeof(*data) * 32 * 32 * 32);
data = heap_alloc(sizeof(*data) * 32 * 32 * 32);
for (z = 0; z < 32; ++z)
{
@ -14428,7 +14429,7 @@ static void test_generate_mips(void)
}
}
zero_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*zero_data) * 16 * 16 * 16);
zero_data = heap_alloc_zero(sizeof(*zero_data) * 16 * 16 * 16);
for (i = 0; i < ARRAY_SIZE(resource_types); ++i)
{
@ -14590,8 +14591,8 @@ static void test_generate_mips(void)
if (is_warp_device(device))
{
win_skip("Creating the next texture crashes WARP on some testbot boxes.\n");
HeapFree(GetProcessHeap(), 0, zero_data);
HeapFree(GetProcessHeap(), 0, data);
heap_free(zero_data);
heap_free(data);
ID3D10SamplerState_Release(sampler_state);
ID3D10PixelShader_Release(ps_3d);
ID3D10PixelShader_Release(ps);
@ -14689,8 +14690,8 @@ static void test_generate_mips(void)
ID3D10Resource_Release(resource);
HeapFree(GetProcessHeap(), 0, zero_data);
HeapFree(GetProcessHeap(), 0, data);
heap_free(zero_data);
heap_free(data);
ID3D10SamplerState_Release(sampler_state);
ID3D10PixelShader_Release(ps_3d);