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wine
wine-winehq
Commits
1eff4669
Commit
1eff4669
authored
Feb 07, 2013
by
Michael Stefaniuc
Committed by
Alexandre Julliard
Feb 07, 2013
Browse files
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Plain Diff
d3d10core: Remove ERR() on HeapAlloc failure for small sizes known at compile time.
parent
033fe9a7
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1 changed file
with
0 additions
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45 deletions
+0
-45
device.c
dlls/d3d10core/device.c
+0
-45
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dlls/d3d10core/device.c
View file @
1eff4669
...
...
@@ -1068,10 +1068,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateBuffer(ID3D10Device *iface,
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
{
ERR
(
"Failed to allocate D3D10 buffer object memory
\n
"
);
return
E_OUTOFMEMORY
;
}
hr
=
d3d10_buffer_init
(
object
,
This
,
desc
,
data
);
if
(
FAILED
(
hr
))
...
...
@@ -1108,10 +1105,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture2D(ID3D10Device *ifac
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
{
ERR
(
"Failed to allocate D3D10 texture2d object memory
\n
"
);
return
E_OUTOFMEMORY
;
}
hr
=
d3d10_texture2d_init
(
object
,
This
,
desc
);
if
(
FAILED
(
hr
))
...
...
@@ -1140,10 +1134,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture3D(ID3D10Device *ifac
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
{
ERR
(
"Failed to allocate D3D10 texture3d object memory.
\n
"
);
return
E_OUTOFMEMORY
;
}
hr
=
d3d10_texture3d_init
(
object
,
device
,
desc
);
if
(
FAILED
(
hr
))
...
...
@@ -1169,10 +1160,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateShaderResourceView(ID3D10Dev
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
{
ERR
(
"Failed to allocate D3D10 shader resource view object memory.
\n
"
);
return
E_OUTOFMEMORY
;
}
if
(
FAILED
(
hr
=
d3d10_shader_resource_view_init
(
object
,
resource
,
desc
)))
{
...
...
@@ -1197,10 +1185,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateRenderTargetView(ID3D10Devic
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
{
ERR
(
"Failed to allocate D3D10 rendertarget view object memory
\n
"
);
return
E_OUTOFMEMORY
;
}
hr
=
d3d10_rendertarget_view_init
(
object
,
resource
,
desc
);
if
(
FAILED
(
hr
))
...
...
@@ -1226,10 +1211,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateDepthStencilView(ID3D10Devic
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
{
ERR
(
"Failed to allocate D3D10 depthstencil view object memory.
\n
"
);
return
E_OUTOFMEMORY
;
}
if
(
FAILED
(
hr
=
d3d10_depthstencil_view_init
(
object
,
resource
,
desc
)))
{
...
...
@@ -1260,10 +1242,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device *if
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
{
ERR
(
"Failed to allocate D3D10 input layout object memory
\n
"
);
return
E_OUTOFMEMORY
;
}
hr
=
d3d10_input_layout_init
(
object
,
This
,
element_descs
,
element_count
,
shader_byte_code
,
shader_byte_code_length
);
...
...
@@ -1292,10 +1271,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *i
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
{
ERR
(
"Failed to allocate D3D10 vertex shader object memory
\n
"
);
return
E_OUTOFMEMORY
;
}
hr
=
d3d10_vertex_shader_init
(
object
,
This
,
byte_code
,
byte_code_length
);
if
(
FAILED
(
hr
))
...
...
@@ -1323,10 +1299,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShader(ID3D10Device
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
{
ERR
(
"Failed to allocate D3D10 geometry shader object memory
\n
"
);
return
E_OUTOFMEMORY
;
}
hr
=
d3d10_geometry_shader_init
(
object
,
This
,
byte_code
,
byte_code_length
);
if
(
FAILED
(
hr
))
...
...
@@ -1366,10 +1339,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePixelShader(ID3D10Device *if
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
{
ERR
(
"Failed to allocate D3D10 pixel shader object memory
\n
"
);
return
E_OUTOFMEMORY
;
}
hr
=
d3d10_pixel_shader_init
(
object
,
This
,
byte_code
,
byte_code_length
);
if
(
FAILED
(
hr
))
...
...
@@ -1411,10 +1381,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateBlendState(ID3D10Device *ifa
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
{
ERR
(
"Failed to allocate D3D10 blend state object memory.
\n
"
);
return
E_OUTOFMEMORY
;
}
if
(
FAILED
(
hr
=
d3d10_blend_state_init
(
object
,
device
,
desc
)))
{
...
...
@@ -1455,10 +1422,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateDepthStencilState(ID3D10Devi
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
{
ERR
(
"Failed to allocate D3D10 depthstencil state object memory.
\n
"
);
return
E_OUTOFMEMORY
;
}
if
(
FAILED
(
hr
=
d3d10_depthstencil_state_init
(
object
,
device
,
desc
)))
{
...
...
@@ -1500,10 +1464,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateRasterizerState(ID3D10Device
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
{
ERR
(
"Failed to allocate D3D10 rasterizer state object memory.
\n
"
);
return
E_OUTOFMEMORY
;
}
if
(
FAILED
(
hr
=
d3d10_rasterizer_state_init
(
object
,
device
,
desc
)))
{
...
...
@@ -1544,10 +1505,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateSamplerState(ID3D10Device *i
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
{
ERR
(
"Failed to allocate D3D10 sampler state object memory.
\n
"
);
return
E_OUTOFMEMORY
;
}
if
(
FAILED
(
hr
=
d3d10_sampler_state_init
(
object
,
device
,
desc
)))
{
...
...
@@ -1572,10 +1530,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateQuery(ID3D10Device *iface,
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
{
ERR
(
"Failed to allocate D3D10 query object memory.
\n
"
);
return
E_OUTOFMEMORY
;
}
hr
=
d3d10_query_init
(
object
);
if
(
FAILED
(
hr
))
...
...
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