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wine
wine-winehq
Commits
4b086877
Commit
4b086877
authored
Feb 08, 2018
by
Henri Verbeet
Committed by
Alexandre Julliard
Feb 08, 2018
Browse files
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Plain Diff
d3d8: Use the global memory allocation helpers.
Signed-off-by:
Henri Verbeet
<
hverbeet@codeweavers.com
>
Signed-off-by:
Alexandre Julliard
<
julliard@winehq.org
>
parent
6187de01
Hide whitespace changes
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Showing
11 changed files
with
61 additions
and
73 deletions
+61
-73
buffer.c
dlls/d3d8/buffer.c
+2
-2
d3d8_main.c
dlls/d3d8/d3d8_main.c
+2
-2
d3d8_private.h
dlls/d3d8/d3d8_private.h
+1
-0
device.c
dlls/d3d8/device.c
+36
-46
directx.c
dlls/d3d8/directx.c
+3
-4
shader.c
dlls/d3d8/shader.c
+4
-5
surface.c
dlls/d3d8/surface.c
+1
-1
swapchain.c
dlls/d3d8/swapchain.c
+3
-3
texture.c
dlls/d3d8/texture.c
+1
-1
vertexdeclaration.c
dlls/d3d8/vertexdeclaration.c
+7
-8
volume.c
dlls/d3d8/volume.c
+1
-1
No files found.
dlls/d3d8/buffer.c
View file @
4b086877
...
...
@@ -262,7 +262,7 @@ static void STDMETHODCALLTYPE d3d8_vertexbuffer_wined3d_object_destroyed(void *p
{
struct
d3d8_vertexbuffer
*
buffer
=
parent
;
d3d8_resource_cleanup
(
&
buffer
->
resource
);
HeapFree
(
GetProcessHeap
(),
0
,
buffer
);
heap_free
(
buffer
);
}
static
const
struct
wined3d_parent_ops
d3d8_vertexbuffer_wined3d_parent_ops
=
...
...
@@ -558,7 +558,7 @@ static void STDMETHODCALLTYPE d3d8_indexbuffer_wined3d_object_destroyed(void *pa
{
struct
d3d8_indexbuffer
*
buffer
=
parent
;
d3d8_resource_cleanup
(
&
buffer
->
resource
);
HeapFree
(
GetProcessHeap
(),
0
,
buffer
);
heap_free
(
buffer
);
}
static
const
struct
wined3d_parent_ops
d3d8_indexbuffer_wined3d_parent_ops
=
...
...
dlls/d3d8/d3d8_main.c
View file @
4b086877
...
...
@@ -41,13 +41,13 @@ IDirect3D8 * WINAPI DECLSPEC_HOTPATCH Direct3DCreate8(UINT sdk_version)
TRACE
(
"sdk_version %#x.
\n
"
,
sdk_version
);
if
(
!
(
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
))))
if
(
!
(
object
=
heap_alloc_zero
(
sizeof
(
*
object
))))
return
NULL
;
if
(
!
d3d8_init
(
object
))
{
WARN
(
"Failed to initialize d3d8.
\n
"
);
HeapFree
(
GetProcessHeap
(),
0
,
object
);
heap_free
(
object
);
return
NULL
;
}
...
...
dlls/d3d8/d3d8_private.h
View file @
4b086877
...
...
@@ -33,6 +33,7 @@
#include "winbase.h"
#include "wingdi.h"
#include "wine/debug.h"
#include "wine/heap.h"
#include "d3d8.h"
#include "wine/wined3d.h"
...
...
dlls/d3d8/device.c
View file @
4b086877
...
...
@@ -324,9 +324,9 @@ static DWORD d3d8_allocate_handle(struct d3d8_handle_table *t, void *object, enu
{
/* Grow the table */
UINT
new_size
=
t
->
table_size
+
(
t
->
table_size
>>
1
);
struct
d3d8_handle_entry
*
new_entries
=
HeapReAlloc
(
GetProcessHeap
(),
0
,
t
->
entries
,
new_size
*
sizeof
(
*
t
->
entries
));
if
(
!
new_entries
)
struct
d3d8_handle_entry
*
new_entries
;
if
(
!
(
new_entries
=
heap_realloc
(
t
->
entries
,
new_size
*
sizeof
(
*
t
->
entries
)))
)
{
ERR
(
"Failed to grow the handle table.
\n
"
);
return
D3D8_INVALID_HANDLE
;
...
...
@@ -444,7 +444,7 @@ static ULONG WINAPI d3d8_device_Release(IDirect3DDevice8 *iface)
{
d3d8_vertex_declaration_destroy
(
device
->
decls
[
i
].
declaration
);
}
HeapFree
(
GetProcessHeap
(),
0
,
device
->
decls
);
heap_free
(
device
->
decls
);
if
(
device
->
vertex_buffer
)
wined3d_buffer_decref
(
device
->
vertex_buffer
);
...
...
@@ -454,8 +454,8 @@ static ULONG WINAPI d3d8_device_Release(IDirect3DDevice8 *iface)
wined3d_device_uninit_3d
(
device
->
wined3d_device
);
wined3d_device_release_focus_window
(
device
->
wined3d_device
);
wined3d_device_decref
(
device
->
wined3d_device
);
HeapFree
(
GetProcessHeap
(),
0
,
device
->
handle_table
.
entries
);
HeapFree
(
GetProcessHeap
(),
0
,
device
);
heap_free
(
device
->
handle_table
.
entries
);
heap_free
(
device
);
wined3d_mutex_unlock
();
...
...
@@ -863,15 +863,14 @@ static HRESULT WINAPI d3d8_device_CreateTexture(IDirect3DDevice8 *iface,
return
D3DERR_INVALIDCALL
;
*
texture
=
NULL
;
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
if
(
!
(
object
=
heap_alloc_zero
(
sizeof
(
*
object
))))
return
D3DERR_OUTOFVIDEOMEMORY
;
hr
=
texture_init
(
object
,
device
,
width
,
height
,
levels
,
usage
,
format
,
pool
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to initialize texture, hr %#x.
\n
"
,
hr
);
HeapFree
(
GetProcessHeap
(),
0
,
object
);
heap_free
(
object
);
return
hr
;
}
...
...
@@ -896,15 +895,14 @@ static HRESULT WINAPI d3d8_device_CreateVolumeTexture(IDirect3DDevice8 *iface,
return
D3DERR_INVALIDCALL
;
*
texture
=
NULL
;
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
if
(
!
(
object
=
heap_alloc_zero
(
sizeof
(
*
object
))))
return
D3DERR_OUTOFVIDEOMEMORY
;
hr
=
volumetexture_init
(
object
,
device
,
width
,
height
,
depth
,
levels
,
usage
,
format
,
pool
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to initialize volume texture, hr %#x.
\n
"
,
hr
);
HeapFree
(
GetProcessHeap
(),
0
,
object
);
heap_free
(
object
);
return
hr
;
}
...
...
@@ -928,15 +926,14 @@ static HRESULT WINAPI d3d8_device_CreateCubeTexture(IDirect3DDevice8 *iface, UIN
return
D3DERR_INVALIDCALL
;
*
texture
=
NULL
;
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
if
(
!
(
object
=
heap_alloc_zero
(
sizeof
(
*
object
))))
return
D3DERR_OUTOFVIDEOMEMORY
;
hr
=
cubetexture_init
(
object
,
device
,
edge_length
,
levels
,
usage
,
format
,
pool
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to initialize cube texture, hr %#x.
\n
"
,
hr
);
HeapFree
(
GetProcessHeap
(),
0
,
object
);
heap_free
(
object
);
return
hr
;
}
...
...
@@ -956,15 +953,14 @@ static HRESULT WINAPI d3d8_device_CreateVertexBuffer(IDirect3DDevice8 *iface, UI
TRACE
(
"iface %p, size %u, usage %#x, fvf %#x, pool %#x, buffer %p.
\n
"
,
iface
,
size
,
usage
,
fvf
,
pool
,
buffer
);
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
if
(
!
(
object
=
heap_alloc_zero
(
sizeof
(
*
object
))))
return
D3DERR_OUTOFVIDEOMEMORY
;
hr
=
vertexbuffer_init
(
object
,
device
,
size
,
usage
,
fvf
,
pool
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to initialize vertex buffer, hr %#x.
\n
"
,
hr
);
HeapFree
(
GetProcessHeap
(),
0
,
object
);
heap_free
(
object
);
return
hr
;
}
...
...
@@ -984,15 +980,14 @@ static HRESULT WINAPI d3d8_device_CreateIndexBuffer(IDirect3DDevice8 *iface, UIN
TRACE
(
"iface %p, size %u, usage %#x, format %#x, pool %#x, buffer %p.
\n
"
,
iface
,
size
,
usage
,
format
,
pool
,
buffer
);
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
if
(
!
(
object
=
heap_alloc_zero
(
sizeof
(
*
object
))))
return
D3DERR_OUTOFVIDEOMEMORY
;
hr
=
indexbuffer_init
(
object
,
device
,
size
,
usage
,
format
,
pool
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to initialize index buffer, hr %#x.
\n
"
,
hr
);
HeapFree
(
GetProcessHeap
(),
0
,
object
);
heap_free
(
object
);
return
hr
;
}
...
...
@@ -2355,8 +2350,7 @@ static HRESULT WINAPI d3d8_device_CreateVertexShader(IDirect3DDevice8 *iface,
TRACE
(
"iface %p, declaration %p, byte_code %p, shader %p, usage %#x.
\n
"
,
iface
,
declaration
,
byte_code
,
shader
,
usage
);
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
if
(
!
(
object
=
heap_alloc_zero
(
sizeof
(
*
object
))))
{
*
shader
=
0
;
return
E_OUTOFMEMORY
;
...
...
@@ -2368,7 +2362,7 @@ static HRESULT WINAPI d3d8_device_CreateVertexShader(IDirect3DDevice8 *iface,
if
(
handle
==
D3D8_INVALID_HANDLE
)
{
ERR
(
"Failed to allocate vertex shader handle.
\n
"
);
HeapFree
(
GetProcessHeap
(),
0
,
object
);
heap_free
(
object
);
*
shader
=
0
;
return
E_OUTOFMEMORY
;
}
...
...
@@ -2382,7 +2376,7 @@ static HRESULT WINAPI d3d8_device_CreateVertexShader(IDirect3DDevice8 *iface,
wined3d_mutex_lock
();
d3d8_free_handle
(
&
device
->
handle_table
,
handle
,
D3D8_HANDLE_VS
);
wined3d_mutex_unlock
();
HeapFree
(
GetProcessHeap
(),
0
,
object
);
heap_free
(
object
);
*
shader
=
0
;
return
hr
;
}
...
...
@@ -2422,13 +2416,13 @@ static struct d3d8_vertex_declaration *d3d8_device_get_fvf_declaration(struct d3
}
TRACE
(
"not found. Creating and inserting at position %d.
\n
"
,
low
);
if
(
!
(
d3d8_declaration
=
HeapAlloc
(
GetProcessHeap
(),
0
,
sizeof
(
*
d3d8_declaration
))))
if
(
!
(
d3d8_declaration
=
heap_alloc
(
sizeof
(
*
d3d8_declaration
))))
return
NULL
;
if
(
FAILED
(
hr
=
d3d8_vertex_declaration_init_fvf
(
d3d8_declaration
,
device
,
fvf
)))
{
WARN
(
"Failed to initialize vertex declaration, hr %#x.
\n
"
,
hr
);
HeapFree
(
GetProcessHeap
(),
0
,
d3d8_declaration
);
heap_free
(
d3d8_declaration
);
return
NULL
;
}
...
...
@@ -2436,9 +2430,8 @@ static struct d3d8_vertex_declaration *d3d8_device_get_fvf_declaration(struct d3
{
UINT
grow
=
device
->
declArraySize
/
2
;
convertedDecls
=
HeapReAlloc
(
GetProcessHeap
(),
0
,
convertedDecls
,
sizeof
(
*
convertedDecls
)
*
(
device
->
numConvertedDecls
+
grow
));
if
(
!
convertedDecls
)
if
(
!
(
convertedDecls
=
heap_realloc
(
convertedDecls
,
sizeof
(
*
convertedDecls
)
*
(
device
->
numConvertedDecls
+
grow
))))
{
d3d8_vertex_declaration_destroy
(
d3d8_declaration
);
return
NULL
;
...
...
@@ -2733,8 +2726,7 @@ static HRESULT WINAPI d3d8_device_CreatePixelShader(IDirect3DDevice8 *iface,
if
(
!
shader
)
return
D3DERR_INVALIDCALL
;
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
if
(
!
(
object
=
heap_alloc_zero
(
sizeof
(
*
object
))))
return
E_OUTOFMEMORY
;
wined3d_mutex_lock
();
...
...
@@ -2743,7 +2735,7 @@ static HRESULT WINAPI d3d8_device_CreatePixelShader(IDirect3DDevice8 *iface,
if
(
handle
==
D3D8_INVALID_HANDLE
)
{
ERR
(
"Failed to allocate pixel shader handle.
\n
"
);
HeapFree
(
GetProcessHeap
(),
0
,
object
);
heap_free
(
object
);
return
E_OUTOFMEMORY
;
}
...
...
@@ -2756,7 +2748,7 @@ static HRESULT WINAPI d3d8_device_CreatePixelShader(IDirect3DDevice8 *iface,
wined3d_mutex_lock
();
d3d8_free_handle
(
&
device
->
handle_table
,
handle
,
D3D8_HANDLE_PS
);
wined3d_mutex_unlock
();
HeapFree
(
GetProcessHeap
(),
0
,
object
);
heap_free
(
object
);
*
shader
=
0
;
return
hr
;
}
...
...
@@ -3119,7 +3111,7 @@ static HRESULT CDECL device_parent_surface_created(struct wined3d_device_parent
TRACE
(
"device_parent %p, wined3d_texture %p, sub_resource_idx %u, parent %p, parent_ops %p.
\n
"
,
device_parent
,
wined3d_texture
,
sub_resource_idx
,
parent
,
parent_ops
);
if
(
!
(
d3d_surface
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
d3d_surface
))))
if
(
!
(
d3d_surface
=
heap_alloc_zero
(
sizeof
(
*
d3d_surface
))))
return
E_OUTOFMEMORY
;
surface_init
(
d3d_surface
,
wined3d_texture
,
sub_resource_idx
,
parent_ops
);
...
...
@@ -3138,7 +3130,7 @@ static HRESULT CDECL device_parent_volume_created(struct wined3d_device_parent *
TRACE
(
"device_parent %p, texture %p, sub_resource_idx %u, parent %p, parent_ops %p.
\n
"
,
device_parent
,
wined3d_texture
,
sub_resource_idx
,
parent
,
parent_ops
);
if
(
!
(
d3d_volume
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
d3d_volume
))))
if
(
!
(
d3d_volume
=
heap_alloc_zero
(
sizeof
(
*
d3d_volume
))))
return
E_OUTOFMEMORY
;
volume_init
(
d3d_volume
,
wined3d_texture
,
sub_resource_idx
,
parent_ops
);
...
...
@@ -3234,9 +3226,8 @@ HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wine
device
->
IDirect3DDevice8_iface
.
lpVtbl
=
&
d3d8_device_vtbl
;
device
->
device_parent
.
ops
=
&
d3d8_wined3d_device_parent_ops
;
device
->
ref
=
1
;
device
->
handle_table
.
entries
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
D3D8_INITIAL_HANDLE_TABLE_SIZE
*
sizeof
(
*
device
->
handle_table
.
entries
));
if
(
!
device
->
handle_table
.
entries
)
if
(
!
(
device
->
handle_table
.
entries
=
heap_alloc_zero
(
D3D8_INITIAL_HANDLE_TABLE_SIZE
*
sizeof
(
*
device
->
handle_table
.
entries
))))
{
ERR
(
"Failed to allocate handle table memory.
\n
"
);
return
E_OUTOFMEMORY
;
...
...
@@ -3252,7 +3243,7 @@ HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wine
{
WARN
(
"Failed to create wined3d device, hr %#x.
\n
"
,
hr
);
wined3d_mutex_unlock
();
HeapFree
(
GetProcessHeap
(),
0
,
device
->
handle_table
.
entries
);
heap_free
(
device
->
handle_table
.
entries
);
return
hr
;
}
...
...
@@ -3267,7 +3258,7 @@ HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wine
ERR
(
"Failed to acquire focus window, hr %#x.
\n
"
,
hr
);
wined3d_device_decref
(
device
->
wined3d_device
);
wined3d_mutex_unlock
();
HeapFree
(
GetProcessHeap
(),
0
,
device
->
handle_table
.
entries
);
heap_free
(
device
->
handle_table
.
entries
);
return
hr
;
}
...
...
@@ -3286,7 +3277,7 @@ HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wine
wined3d_device_release_focus_window
(
device
->
wined3d_device
);
wined3d_device_decref
(
device
->
wined3d_device
);
wined3d_mutex_unlock
();
HeapFree
(
GetProcessHeap
(),
0
,
device
->
handle_table
.
entries
);
heap_free
(
device
->
handle_table
.
entries
);
return
D3DERR_INVALIDCALL
;
}
...
...
@@ -3296,7 +3287,7 @@ HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wine
wined3d_device_release_focus_window
(
device
->
wined3d_device
);
wined3d_device_decref
(
device
->
wined3d_device
);
wined3d_mutex_unlock
();
HeapFree
(
GetProcessHeap
(),
0
,
device
->
handle_table
.
entries
);
heap_free
(
device
->
handle_table
.
entries
);
return
hr
;
}
...
...
@@ -3308,8 +3299,7 @@ HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wine
present_parameters_from_wined3d_swapchain_desc
(
parameters
,
&
swapchain_desc
);
device
->
declArraySize
=
16
;
device
->
decls
=
HeapAlloc
(
GetProcessHeap
(),
0
,
device
->
declArraySize
*
sizeof
(
*
device
->
decls
));
if
(
!
device
->
decls
)
if
(
!
(
device
->
decls
=
heap_alloc
(
device
->
declArraySize
*
sizeof
(
*
device
->
decls
))))
{
ERR
(
"Failed to allocate FVF vertex declaration map memory.
\n
"
);
hr
=
E_OUTOFMEMORY
;
...
...
@@ -3330,6 +3320,6 @@ err:
wined3d_device_release_focus_window
(
device
->
wined3d_device
);
wined3d_device_decref
(
device
->
wined3d_device
);
wined3d_mutex_unlock
();
HeapFree
(
GetProcessHeap
(),
0
,
device
->
handle_table
.
entries
);
heap_free
(
device
->
handle_table
.
entries
);
return
hr
;
}
dlls/d3d8/directx.c
View file @
4b086877
...
...
@@ -81,7 +81,7 @@ static ULONG WINAPI d3d8_Release(IDirect3D8 *iface)
wined3d_decref
(
d3d8
->
wined3d
);
wined3d_mutex_unlock
();
HeapFree
(
GetProcessHeap
(),
0
,
d3d8
);
heap_free
(
d3d8
);
}
return
refcount
;
...
...
@@ -373,15 +373,14 @@ static HRESULT WINAPI d3d8_CreateDevice(IDirect3D8 *iface, UINT adapter,
TRACE
(
"iface %p, adapter %u, device_type %#x, focus_window %p, flags %#x, parameters %p, device %p.
\n
"
,
iface
,
adapter
,
device_type
,
focus_window
,
flags
,
parameters
,
device
);
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
if
(
!
(
object
=
heap_alloc_zero
(
sizeof
(
*
object
))))
return
E_OUTOFMEMORY
;
hr
=
device_init
(
object
,
d3d8
,
d3d8
->
wined3d
,
adapter
,
device_type
,
focus_window
,
flags
,
parameters
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to initialize device, hr %#x.
\n
"
,
hr
);
HeapFree
(
GetProcessHeap
(),
0
,
object
);
heap_free
(
object
);
return
hr
;
}
...
...
dlls/d3d8/shader.c
View file @
4b086877
...
...
@@ -26,7 +26,7 @@ static void STDMETHODCALLTYPE d3d8_vertexshader_wined3d_object_destroyed(void *p
{
struct
d3d8_vertex_shader
*
shader
=
parent
;
d3d8_vertex_declaration_destroy
(
shader
->
vertex_declaration
);
HeapFree
(
GetProcessHeap
(),
0
,
shader
);
heap_free
(
shader
);
}
void
d3d8_vertex_shader_destroy
(
struct
d3d8_vertex_shader
*
shader
)
...
...
@@ -59,15 +59,14 @@ static HRESULT d3d8_vertexshader_create_vertexdeclaration(struct d3d8_device *de
TRACE
(
"device %p, declaration %p, shader_handle %#x, decl_ptr %p.
\n
"
,
device
,
declaration
,
shader_handle
,
decl_ptr
);
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
if
(
!
(
object
=
heap_alloc_zero
(
sizeof
(
*
object
))))
return
E_OUTOFMEMORY
;
hr
=
d3d8_vertex_declaration_init
(
object
,
device
,
declaration
,
shader_handle
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to initialize vertex declaration, hr %#x.
\n
"
,
hr
);
HeapFree
(
GetProcessHeap
(),
0
,
object
);
heap_free
(
object
);
return
hr
;
}
...
...
@@ -143,7 +142,7 @@ HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struct d3d8_d
static
void
STDMETHODCALLTYPE
d3d8_pixelshader_wined3d_object_destroyed
(
void
*
parent
)
{
HeapFree
(
GetProcessHeap
(),
0
,
parent
);
heap_free
(
parent
);
}
void
d3d8_pixel_shader_destroy
(
struct
d3d8_pixel_shader
*
shader
)
...
...
dlls/d3d8/surface.c
View file @
4b086877
...
...
@@ -306,7 +306,7 @@ static void STDMETHODCALLTYPE surface_wined3d_object_destroyed(void *parent)
{
struct
d3d8_surface
*
surface
=
parent
;
d3d8_resource_cleanup
(
&
surface
->
resource
);
HeapFree
(
GetProcessHeap
(),
0
,
surface
);
heap_free
(
surface
);
}
static
const
struct
wined3d_parent_ops
d3d8_surface_wined3d_parent_ops
=
...
...
dlls/d3d8/swapchain.c
View file @
4b086877
...
...
@@ -158,7 +158,7 @@ static const IDirect3DSwapChain8Vtbl d3d8_swapchain_vtbl =
static
void
STDMETHODCALLTYPE
d3d8_swapchain_wined3d_object_released
(
void
*
parent
)
{
HeapFree
(
GetProcessHeap
(),
0
,
parent
);
heap_free
(
parent
);
}
static
const
struct
wined3d_parent_ops
d3d8_swapchain_wined3d_parent_ops
=
...
...
@@ -197,13 +197,13 @@ HRESULT d3d8_swapchain_create(struct d3d8_device *device, struct wined3d_swapcha
struct
d3d8_swapchain
*
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
=
swapchain_init
(
object
,
device
,
desc
)))
{
WARN
(
"Failed to initialize swapchain, hr %#x.
\n
"
,
hr
);
HeapFree
(
GetProcessHeap
(),
0
,
object
);
heap_free
(
object
);
return
hr
;
}
...
...
dlls/d3d8/texture.c
View file @
4b086877
...
...
@@ -1083,7 +1083,7 @@ static void STDMETHODCALLTYPE d3d8_texture_wined3d_object_destroyed(void *parent
{
struct
d3d8_texture
*
texture
=
parent
;
d3d8_resource_cleanup
(
&
texture
->
resource
);
HeapFree
(
GetProcessHeap
(),
0
,
texture
);
heap_free
(
texture
);
}
static
const
struct
wined3d_parent_ops
d3d8_texture_wined3d_parent_ops
=
...
...
dlls/d3d8/vertexdeclaration.c
View file @
4b086877
...
...
@@ -266,7 +266,7 @@ static UINT convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3
TRACE
(
"d3d8_elements %p, d3d8_elements_size %p, wined3d_elements %p
\n
"
,
d3d8_elements
,
d3d8_elements_size
,
wined3d_elements
);
/* 128 should be enough for anyone... */
*
wined3d_elements
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
128
*
sizeof
(
**
wined3d_elements
));
*
wined3d_elements
=
heap_alloc_zero
(
128
*
sizeof
(
**
wined3d_elements
));
while
(
D3DVSD_END
()
!=
*
token
)
{
token_type
=
((
*
token
&
D3DVSD_TOKENTYPEMASK
)
>>
D3DVSD_TOKENTYPESHIFT
);
...
...
@@ -314,8 +314,8 @@ static UINT convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3
static
void
STDMETHODCALLTYPE
d3d8_vertexdeclaration_wined3d_object_destroyed
(
void
*
parent
)
{
struct
d3d8_vertex_declaration
*
declaration
=
parent
;
HeapFree
(
GetProcessHeap
(),
0
,
declaration
->
elements
);
HeapFree
(
GetProcessHeap
(),
0
,
declaration
);
heap_free
(
declaration
->
elements
);
heap_free
(
declaration
);
}
void
d3d8_vertex_declaration_destroy
(
struct
d3d8_vertex_declaration
*
declaration
)
...
...
@@ -342,11 +342,10 @@ HRESULT d3d8_vertex_declaration_init(struct d3d8_vertex_declaration *declaration
declaration
->
shader_handle
=
shader_handle
;
wined3d_element_count
=
convert_to_wined3d_declaration
(
elements
,
&
declaration
->
elements_size
,
&
wined3d_elements
);
declaration
->
elements
=
HeapAlloc
(
GetProcessHeap
(),
0
,
declaration
->
elements_size
);
if
(
!
declaration
->
elements
)
if
(
!
(
declaration
->
elements
=
heap_alloc
(
declaration
->
elements_size
)))
{
ERR
(
"Failed to allocate vertex declaration elements memory.
\n
"
);
HeapFree
(
GetProcessHeap
(),
0
,
wined3d_elements
);
heap_free
(
wined3d_elements
);
return
E_OUTOFMEMORY
;
}
...
...
@@ -356,11 +355,11 @@ HRESULT d3d8_vertex_declaration_init(struct d3d8_vertex_declaration *declaration
hr
=
wined3d_vertex_declaration_create
(
device
->
wined3d_device
,
wined3d_elements
,
wined3d_element_count
,
declaration
,
&
d3d8_vertexdeclaration_wined3d_parent_ops
,
&
declaration
->
wined3d_vertex_declaration
);
wined3d_mutex_unlock
();
HeapFree
(
GetProcessHeap
(),
0
,
wined3d_elements
);
heap_free
(
wined3d_elements
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to create wined3d vertex declaration, hr %#x.
\n
"
,
hr
);
HeapFree
(
GetProcessHeap
(),
0
,
declaration
->
elements
);
heap_free
(
declaration
->
elements
);
return
hr
;
}
...
...
dlls/d3d8/volume.c
View file @
4b086877
...
...
@@ -195,7 +195,7 @@ static void STDMETHODCALLTYPE volume_wined3d_object_destroyed(void *parent)
{
struct
d3d8_volume
*
volume
=
parent
;
d3d8_resource_cleanup
(
&
volume
->
resource
);
HeapFree
(
GetProcessHeap
(),
0
,
volume
);
heap_free
(
volume
);
}
static
const
struct
wined3d_parent_ops
d3d8_volume_wined3d_parent_ops
=
...
...
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