Commit 4b086877 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

d3d8: Use the global memory allocation helpers.

parent 6187de01
...@@ -262,7 +262,7 @@ static void STDMETHODCALLTYPE d3d8_vertexbuffer_wined3d_object_destroyed(void *p ...@@ -262,7 +262,7 @@ static void STDMETHODCALLTYPE d3d8_vertexbuffer_wined3d_object_destroyed(void *p
{ {
struct d3d8_vertexbuffer *buffer = parent; struct d3d8_vertexbuffer *buffer = parent;
d3d8_resource_cleanup(&buffer->resource); d3d8_resource_cleanup(&buffer->resource);
HeapFree(GetProcessHeap(), 0, buffer); heap_free(buffer);
} }
static const struct wined3d_parent_ops d3d8_vertexbuffer_wined3d_parent_ops = 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 ...@@ -558,7 +558,7 @@ static void STDMETHODCALLTYPE d3d8_indexbuffer_wined3d_object_destroyed(void *pa
{ {
struct d3d8_indexbuffer *buffer = parent; struct d3d8_indexbuffer *buffer = parent;
d3d8_resource_cleanup(&buffer->resource); d3d8_resource_cleanup(&buffer->resource);
HeapFree(GetProcessHeap(), 0, buffer); heap_free(buffer);
} }
static const struct wined3d_parent_ops d3d8_indexbuffer_wined3d_parent_ops = static const struct wined3d_parent_ops d3d8_indexbuffer_wined3d_parent_ops =
......
...@@ -41,13 +41,13 @@ IDirect3D8 * WINAPI DECLSPEC_HOTPATCH Direct3DCreate8(UINT sdk_version) ...@@ -41,13 +41,13 @@ IDirect3D8 * WINAPI DECLSPEC_HOTPATCH Direct3DCreate8(UINT sdk_version)
TRACE("sdk_version %#x.\n", 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; return NULL;
if (!d3d8_init(object)) if (!d3d8_init(object))
{ {
WARN("Failed to initialize d3d8.\n"); WARN("Failed to initialize d3d8.\n");
HeapFree(GetProcessHeap(), 0, object); heap_free(object);
return NULL; return NULL;
} }
......
...@@ -33,6 +33,7 @@ ...@@ -33,6 +33,7 @@
#include "winbase.h" #include "winbase.h"
#include "wingdi.h" #include "wingdi.h"
#include "wine/debug.h" #include "wine/debug.h"
#include "wine/heap.h"
#include "d3d8.h" #include "d3d8.h"
#include "wine/wined3d.h" #include "wine/wined3d.h"
......
...@@ -324,9 +324,9 @@ static DWORD d3d8_allocate_handle(struct d3d8_handle_table *t, void *object, enu ...@@ -324,9 +324,9 @@ static DWORD d3d8_allocate_handle(struct d3d8_handle_table *t, void *object, enu
{ {
/* Grow the table */ /* Grow the table */
UINT new_size = t->table_size + (t->table_size >> 1); UINT new_size = t->table_size + (t->table_size >> 1);
struct d3d8_handle_entry *new_entries = HeapReAlloc(GetProcessHeap(), struct d3d8_handle_entry *new_entries;
0, t->entries, new_size * sizeof(*t->entries));
if (!new_entries) if (!(new_entries = heap_realloc(t->entries, new_size * sizeof(*t->entries))))
{ {
ERR("Failed to grow the handle table.\n"); ERR("Failed to grow the handle table.\n");
return D3D8_INVALID_HANDLE; return D3D8_INVALID_HANDLE;
...@@ -444,7 +444,7 @@ static ULONG WINAPI d3d8_device_Release(IDirect3DDevice8 *iface) ...@@ -444,7 +444,7 @@ static ULONG WINAPI d3d8_device_Release(IDirect3DDevice8 *iface)
{ {
d3d8_vertex_declaration_destroy(device->decls[i].declaration); d3d8_vertex_declaration_destroy(device->decls[i].declaration);
} }
HeapFree(GetProcessHeap(), 0, device->decls); heap_free(device->decls);
if (device->vertex_buffer) if (device->vertex_buffer)
wined3d_buffer_decref(device->vertex_buffer); wined3d_buffer_decref(device->vertex_buffer);
...@@ -454,8 +454,8 @@ static ULONG WINAPI d3d8_device_Release(IDirect3DDevice8 *iface) ...@@ -454,8 +454,8 @@ static ULONG WINAPI d3d8_device_Release(IDirect3DDevice8 *iface)
wined3d_device_uninit_3d(device->wined3d_device); wined3d_device_uninit_3d(device->wined3d_device);
wined3d_device_release_focus_window(device->wined3d_device); wined3d_device_release_focus_window(device->wined3d_device);
wined3d_device_decref(device->wined3d_device); wined3d_device_decref(device->wined3d_device);
HeapFree(GetProcessHeap(), 0, device->handle_table.entries); heap_free(device->handle_table.entries);
HeapFree(GetProcessHeap(), 0, device); heap_free(device);
wined3d_mutex_unlock(); wined3d_mutex_unlock();
...@@ -863,15 +863,14 @@ static HRESULT WINAPI d3d8_device_CreateTexture(IDirect3DDevice8 *iface, ...@@ -863,15 +863,14 @@ static HRESULT WINAPI d3d8_device_CreateTexture(IDirect3DDevice8 *iface,
return D3DERR_INVALIDCALL; return D3DERR_INVALIDCALL;
*texture = NULL; *texture = NULL;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!(object = heap_alloc_zero(sizeof(*object))))
if (!object)
return D3DERR_OUTOFVIDEOMEMORY; return D3DERR_OUTOFVIDEOMEMORY;
hr = texture_init(object, device, width, height, levels, usage, format, pool); hr = texture_init(object, device, width, height, levels, usage, format, pool);
if (FAILED(hr)) if (FAILED(hr))
{ {
WARN("Failed to initialize texture, hr %#x.\n", hr); WARN("Failed to initialize texture, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object); heap_free(object);
return hr; return hr;
} }
...@@ -896,15 +895,14 @@ static HRESULT WINAPI d3d8_device_CreateVolumeTexture(IDirect3DDevice8 *iface, ...@@ -896,15 +895,14 @@ static HRESULT WINAPI d3d8_device_CreateVolumeTexture(IDirect3DDevice8 *iface,
return D3DERR_INVALIDCALL; return D3DERR_INVALIDCALL;
*texture = NULL; *texture = NULL;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!(object = heap_alloc_zero(sizeof(*object))))
if (!object)
return D3DERR_OUTOFVIDEOMEMORY; return D3DERR_OUTOFVIDEOMEMORY;
hr = volumetexture_init(object, device, width, height, depth, levels, usage, format, pool); hr = volumetexture_init(object, device, width, height, depth, levels, usage, format, pool);
if (FAILED(hr)) if (FAILED(hr))
{ {
WARN("Failed to initialize volume texture, hr %#x.\n", hr); WARN("Failed to initialize volume texture, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object); heap_free(object);
return hr; return hr;
} }
...@@ -928,15 +926,14 @@ static HRESULT WINAPI d3d8_device_CreateCubeTexture(IDirect3DDevice8 *iface, UIN ...@@ -928,15 +926,14 @@ static HRESULT WINAPI d3d8_device_CreateCubeTexture(IDirect3DDevice8 *iface, UIN
return D3DERR_INVALIDCALL; return D3DERR_INVALIDCALL;
*texture = NULL; *texture = NULL;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!(object = heap_alloc_zero(sizeof(*object))))
if (!object)
return D3DERR_OUTOFVIDEOMEMORY; return D3DERR_OUTOFVIDEOMEMORY;
hr = cubetexture_init(object, device, edge_length, levels, usage, format, pool); hr = cubetexture_init(object, device, edge_length, levels, usage, format, pool);
if (FAILED(hr)) if (FAILED(hr))
{ {
WARN("Failed to initialize cube texture, hr %#x.\n", hr); WARN("Failed to initialize cube texture, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object); heap_free(object);
return hr; return hr;
} }
...@@ -956,15 +953,14 @@ static HRESULT WINAPI d3d8_device_CreateVertexBuffer(IDirect3DDevice8 *iface, UI ...@@ -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", TRACE("iface %p, size %u, usage %#x, fvf %#x, pool %#x, buffer %p.\n",
iface, size, usage, fvf, pool, buffer); iface, size, usage, fvf, pool, buffer);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!(object = heap_alloc_zero(sizeof(*object))))
if (!object)
return D3DERR_OUTOFVIDEOMEMORY; return D3DERR_OUTOFVIDEOMEMORY;
hr = vertexbuffer_init(object, device, size, usage, fvf, pool); hr = vertexbuffer_init(object, device, size, usage, fvf, pool);
if (FAILED(hr)) if (FAILED(hr))
{ {
WARN("Failed to initialize vertex buffer, hr %#x.\n", hr); WARN("Failed to initialize vertex buffer, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object); heap_free(object);
return hr; return hr;
} }
...@@ -984,15 +980,14 @@ static HRESULT WINAPI d3d8_device_CreateIndexBuffer(IDirect3DDevice8 *iface, UIN ...@@ -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", TRACE("iface %p, size %u, usage %#x, format %#x, pool %#x, buffer %p.\n",
iface, size, usage, format, pool, buffer); iface, size, usage, format, pool, buffer);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!(object = heap_alloc_zero(sizeof(*object))))
if (!object)
return D3DERR_OUTOFVIDEOMEMORY; return D3DERR_OUTOFVIDEOMEMORY;
hr = indexbuffer_init(object, device, size, usage, format, pool); hr = indexbuffer_init(object, device, size, usage, format, pool);
if (FAILED(hr)) if (FAILED(hr))
{ {
WARN("Failed to initialize index buffer, hr %#x.\n", hr); WARN("Failed to initialize index buffer, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object); heap_free(object);
return hr; return hr;
} }
...@@ -2355,8 +2350,7 @@ static HRESULT WINAPI d3d8_device_CreateVertexShader(IDirect3DDevice8 *iface, ...@@ -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", TRACE("iface %p, declaration %p, byte_code %p, shader %p, usage %#x.\n",
iface, declaration, byte_code, shader, usage); iface, declaration, byte_code, shader, usage);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!(object = heap_alloc_zero(sizeof(*object))))
if (!object)
{ {
*shader = 0; *shader = 0;
return E_OUTOFMEMORY; return E_OUTOFMEMORY;
...@@ -2368,7 +2362,7 @@ static HRESULT WINAPI d3d8_device_CreateVertexShader(IDirect3DDevice8 *iface, ...@@ -2368,7 +2362,7 @@ static HRESULT WINAPI d3d8_device_CreateVertexShader(IDirect3DDevice8 *iface,
if (handle == D3D8_INVALID_HANDLE) if (handle == D3D8_INVALID_HANDLE)
{ {
ERR("Failed to allocate vertex shader handle.\n"); ERR("Failed to allocate vertex shader handle.\n");
HeapFree(GetProcessHeap(), 0, object); heap_free(object);
*shader = 0; *shader = 0;
return E_OUTOFMEMORY; return E_OUTOFMEMORY;
} }
...@@ -2382,7 +2376,7 @@ static HRESULT WINAPI d3d8_device_CreateVertexShader(IDirect3DDevice8 *iface, ...@@ -2382,7 +2376,7 @@ static HRESULT WINAPI d3d8_device_CreateVertexShader(IDirect3DDevice8 *iface,
wined3d_mutex_lock(); wined3d_mutex_lock();
d3d8_free_handle(&device->handle_table, handle, D3D8_HANDLE_VS); d3d8_free_handle(&device->handle_table, handle, D3D8_HANDLE_VS);
wined3d_mutex_unlock(); wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, object); heap_free(object);
*shader = 0; *shader = 0;
return hr; return hr;
} }
...@@ -2422,13 +2416,13 @@ static struct d3d8_vertex_declaration *d3d8_device_get_fvf_declaration(struct d3 ...@@ -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); 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; return NULL;
if (FAILED(hr = d3d8_vertex_declaration_init_fvf(d3d8_declaration, device, fvf))) if (FAILED(hr = d3d8_vertex_declaration_init_fvf(d3d8_declaration, device, fvf)))
{ {
WARN("Failed to initialize vertex declaration, hr %#x.\n", hr); WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, d3d8_declaration); heap_free(d3d8_declaration);
return NULL; return NULL;
} }
...@@ -2436,9 +2430,8 @@ static struct d3d8_vertex_declaration *d3d8_device_get_fvf_declaration(struct d3 ...@@ -2436,9 +2430,8 @@ static struct d3d8_vertex_declaration *d3d8_device_get_fvf_declaration(struct d3
{ {
UINT grow = device->declArraySize / 2; UINT grow = device->declArraySize / 2;
convertedDecls = HeapReAlloc(GetProcessHeap(), 0, convertedDecls, if (!(convertedDecls = heap_realloc(convertedDecls,
sizeof(*convertedDecls) * (device->numConvertedDecls + grow)); sizeof(*convertedDecls) * (device->numConvertedDecls + grow))))
if (!convertedDecls)
{ {
d3d8_vertex_declaration_destroy(d3d8_declaration); d3d8_vertex_declaration_destroy(d3d8_declaration);
return NULL; return NULL;
...@@ -2733,8 +2726,7 @@ static HRESULT WINAPI d3d8_device_CreatePixelShader(IDirect3DDevice8 *iface, ...@@ -2733,8 +2726,7 @@ static HRESULT WINAPI d3d8_device_CreatePixelShader(IDirect3DDevice8 *iface,
if (!shader) if (!shader)
return D3DERR_INVALIDCALL; return D3DERR_INVALIDCALL;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!(object = heap_alloc_zero(sizeof(*object))))
if (!object)
return E_OUTOFMEMORY; return E_OUTOFMEMORY;
wined3d_mutex_lock(); wined3d_mutex_lock();
...@@ -2743,7 +2735,7 @@ static HRESULT WINAPI d3d8_device_CreatePixelShader(IDirect3DDevice8 *iface, ...@@ -2743,7 +2735,7 @@ static HRESULT WINAPI d3d8_device_CreatePixelShader(IDirect3DDevice8 *iface,
if (handle == D3D8_INVALID_HANDLE) if (handle == D3D8_INVALID_HANDLE)
{ {
ERR("Failed to allocate pixel shader handle.\n"); ERR("Failed to allocate pixel shader handle.\n");
HeapFree(GetProcessHeap(), 0, object); heap_free(object);
return E_OUTOFMEMORY; return E_OUTOFMEMORY;
} }
...@@ -2756,7 +2748,7 @@ static HRESULT WINAPI d3d8_device_CreatePixelShader(IDirect3DDevice8 *iface, ...@@ -2756,7 +2748,7 @@ static HRESULT WINAPI d3d8_device_CreatePixelShader(IDirect3DDevice8 *iface,
wined3d_mutex_lock(); wined3d_mutex_lock();
d3d8_free_handle(&device->handle_table, handle, D3D8_HANDLE_PS); d3d8_free_handle(&device->handle_table, handle, D3D8_HANDLE_PS);
wined3d_mutex_unlock(); wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, object); heap_free(object);
*shader = 0; *shader = 0;
return hr; return hr;
} }
...@@ -3119,7 +3111,7 @@ static HRESULT CDECL device_parent_surface_created(struct wined3d_device_parent ...@@ -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", 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); 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; return E_OUTOFMEMORY;
surface_init(d3d_surface, wined3d_texture, sub_resource_idx, parent_ops); 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 * ...@@ -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", 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); 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; return E_OUTOFMEMORY;
volume_init(d3d_volume, wined3d_texture, sub_resource_idx, parent_ops); 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 ...@@ -3234,9 +3226,8 @@ HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wine
device->IDirect3DDevice8_iface.lpVtbl = &d3d8_device_vtbl; device->IDirect3DDevice8_iface.lpVtbl = &d3d8_device_vtbl;
device->device_parent.ops = &d3d8_wined3d_device_parent_ops; device->device_parent.ops = &d3d8_wined3d_device_parent_ops;
device->ref = 1; device->ref = 1;
device->handle_table.entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, if (!(device->handle_table.entries = heap_alloc_zero(D3D8_INITIAL_HANDLE_TABLE_SIZE
D3D8_INITIAL_HANDLE_TABLE_SIZE * sizeof(*device->handle_table.entries)); * sizeof(*device->handle_table.entries))))
if (!device->handle_table.entries)
{ {
ERR("Failed to allocate handle table memory.\n"); ERR("Failed to allocate handle table memory.\n");
return E_OUTOFMEMORY; return E_OUTOFMEMORY;
...@@ -3252,7 +3243,7 @@ HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wine ...@@ -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); WARN("Failed to create wined3d device, hr %#x.\n", hr);
wined3d_mutex_unlock(); wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, device->handle_table.entries); heap_free(device->handle_table.entries);
return hr; return hr;
} }
...@@ -3267,7 +3258,7 @@ HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wine ...@@ -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); ERR("Failed to acquire focus window, hr %#x.\n", hr);
wined3d_device_decref(device->wined3d_device); wined3d_device_decref(device->wined3d_device);
wined3d_mutex_unlock(); wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, device->handle_table.entries); heap_free(device->handle_table.entries);
return hr; return hr;
} }
...@@ -3286,7 +3277,7 @@ HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wine ...@@ -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_release_focus_window(device->wined3d_device);
wined3d_device_decref(device->wined3d_device); wined3d_device_decref(device->wined3d_device);
wined3d_mutex_unlock(); wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, device->handle_table.entries); heap_free(device->handle_table.entries);
return D3DERR_INVALIDCALL; return D3DERR_INVALIDCALL;
} }
...@@ -3296,7 +3287,7 @@ HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wine ...@@ -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_release_focus_window(device->wined3d_device);
wined3d_device_decref(device->wined3d_device); wined3d_device_decref(device->wined3d_device);
wined3d_mutex_unlock(); wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, device->handle_table.entries); heap_free(device->handle_table.entries);
return hr; return hr;
} }
...@@ -3308,8 +3299,7 @@ HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wine ...@@ -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); present_parameters_from_wined3d_swapchain_desc(parameters, &swapchain_desc);
device->declArraySize = 16; device->declArraySize = 16;
device->decls = HeapAlloc(GetProcessHeap(), 0, device->declArraySize * sizeof(*device->decls)); if (!(device->decls = heap_alloc(device->declArraySize * sizeof(*device->decls))))
if (!device->decls)
{ {
ERR("Failed to allocate FVF vertex declaration map memory.\n"); ERR("Failed to allocate FVF vertex declaration map memory.\n");
hr = E_OUTOFMEMORY; hr = E_OUTOFMEMORY;
...@@ -3330,6 +3320,6 @@ err: ...@@ -3330,6 +3320,6 @@ err:
wined3d_device_release_focus_window(device->wined3d_device); wined3d_device_release_focus_window(device->wined3d_device);
wined3d_device_decref(device->wined3d_device); wined3d_device_decref(device->wined3d_device);
wined3d_mutex_unlock(); wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, device->handle_table.entries); heap_free(device->handle_table.entries);
return hr; return hr;
} }
...@@ -81,7 +81,7 @@ static ULONG WINAPI d3d8_Release(IDirect3D8 *iface) ...@@ -81,7 +81,7 @@ static ULONG WINAPI d3d8_Release(IDirect3D8 *iface)
wined3d_decref(d3d8->wined3d); wined3d_decref(d3d8->wined3d);
wined3d_mutex_unlock(); wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, d3d8); heap_free(d3d8);
} }
return refcount; return refcount;
...@@ -373,15 +373,14 @@ static HRESULT WINAPI d3d8_CreateDevice(IDirect3D8 *iface, UINT adapter, ...@@ -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", 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); iface, adapter, device_type, focus_window, flags, parameters, device);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!(object = heap_alloc_zero(sizeof(*object))))
if (!object)
return E_OUTOFMEMORY; return E_OUTOFMEMORY;
hr = device_init(object, d3d8, d3d8->wined3d, adapter, device_type, focus_window, flags, parameters); hr = device_init(object, d3d8, d3d8->wined3d, adapter, device_type, focus_window, flags, parameters);
if (FAILED(hr)) if (FAILED(hr))
{ {
WARN("Failed to initialize device, hr %#x.\n", hr); WARN("Failed to initialize device, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object); heap_free(object);
return hr; return hr;
} }
......
...@@ -26,7 +26,7 @@ static void STDMETHODCALLTYPE d3d8_vertexshader_wined3d_object_destroyed(void *p ...@@ -26,7 +26,7 @@ static void STDMETHODCALLTYPE d3d8_vertexshader_wined3d_object_destroyed(void *p
{ {
struct d3d8_vertex_shader *shader = parent; struct d3d8_vertex_shader *shader = parent;
d3d8_vertex_declaration_destroy(shader->vertex_declaration); d3d8_vertex_declaration_destroy(shader->vertex_declaration);
HeapFree(GetProcessHeap(), 0, shader); heap_free(shader);
} }
void d3d8_vertex_shader_destroy(struct d3d8_vertex_shader *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 ...@@ -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", TRACE("device %p, declaration %p, shader_handle %#x, decl_ptr %p.\n",
device, declaration, shader_handle, decl_ptr); device, declaration, shader_handle, decl_ptr);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!(object = heap_alloc_zero(sizeof(*object))))
if (!object)
return E_OUTOFMEMORY; return E_OUTOFMEMORY;
hr = d3d8_vertex_declaration_init(object, device, declaration, shader_handle); hr = d3d8_vertex_declaration_init(object, device, declaration, shader_handle);
if (FAILED(hr)) if (FAILED(hr))
{ {
WARN("Failed to initialize vertex declaration, hr %#x.\n", hr); WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object); heap_free(object);
return hr; return hr;
} }
...@@ -143,7 +142,7 @@ HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struct d3d8_d ...@@ -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) 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) void d3d8_pixel_shader_destroy(struct d3d8_pixel_shader *shader)
......
...@@ -306,7 +306,7 @@ static void STDMETHODCALLTYPE surface_wined3d_object_destroyed(void *parent) ...@@ -306,7 +306,7 @@ static void STDMETHODCALLTYPE surface_wined3d_object_destroyed(void *parent)
{ {
struct d3d8_surface *surface = parent; struct d3d8_surface *surface = parent;
d3d8_resource_cleanup(&surface->resource); d3d8_resource_cleanup(&surface->resource);
HeapFree(GetProcessHeap(), 0, surface); heap_free(surface);
} }
static const struct wined3d_parent_ops d3d8_surface_wined3d_parent_ops = static const struct wined3d_parent_ops d3d8_surface_wined3d_parent_ops =
......
...@@ -158,7 +158,7 @@ static const IDirect3DSwapChain8Vtbl d3d8_swapchain_vtbl = ...@@ -158,7 +158,7 @@ static const IDirect3DSwapChain8Vtbl d3d8_swapchain_vtbl =
static void STDMETHODCALLTYPE d3d8_swapchain_wined3d_object_released(void *parent) 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 = 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 ...@@ -197,13 +197,13 @@ HRESULT d3d8_swapchain_create(struct d3d8_device *device, struct wined3d_swapcha
struct d3d8_swapchain *object; struct d3d8_swapchain *object;
HRESULT hr; HRESULT hr;
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) if (!(object = heap_alloc_zero(sizeof(*object))))
return E_OUTOFMEMORY; return E_OUTOFMEMORY;
if (FAILED(hr = swapchain_init(object, device, desc))) if (FAILED(hr = swapchain_init(object, device, desc)))
{ {
WARN("Failed to initialize swapchain, hr %#x.\n", hr); WARN("Failed to initialize swapchain, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object); heap_free(object);
return hr; return hr;
} }
......
...@@ -1083,7 +1083,7 @@ static void STDMETHODCALLTYPE d3d8_texture_wined3d_object_destroyed(void *parent ...@@ -1083,7 +1083,7 @@ static void STDMETHODCALLTYPE d3d8_texture_wined3d_object_destroyed(void *parent
{ {
struct d3d8_texture *texture = parent; struct d3d8_texture *texture = parent;
d3d8_resource_cleanup(&texture->resource); d3d8_resource_cleanup(&texture->resource);
HeapFree(GetProcessHeap(), 0, texture); heap_free(texture);
} }
static const struct wined3d_parent_ops d3d8_texture_wined3d_parent_ops = static const struct wined3d_parent_ops d3d8_texture_wined3d_parent_ops =
......
...@@ -266,7 +266,7 @@ static UINT convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3 ...@@ -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); 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... */ /* 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) while (D3DVSD_END() != *token)
{ {
token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT); token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
...@@ -314,8 +314,8 @@ static UINT convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3 ...@@ -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) static void STDMETHODCALLTYPE d3d8_vertexdeclaration_wined3d_object_destroyed(void *parent)
{ {
struct d3d8_vertex_declaration *declaration = parent; struct d3d8_vertex_declaration *declaration = parent;
HeapFree(GetProcessHeap(), 0, declaration->elements); heap_free(declaration->elements);
HeapFree(GetProcessHeap(), 0, declaration); heap_free(declaration);
} }
void d3d8_vertex_declaration_destroy(struct d3d8_vertex_declaration *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 ...@@ -342,11 +342,10 @@ HRESULT d3d8_vertex_declaration_init(struct d3d8_vertex_declaration *declaration
declaration->shader_handle = shader_handle; declaration->shader_handle = shader_handle;
wined3d_element_count = convert_to_wined3d_declaration(elements, &declaration->elements_size, &wined3d_elements); wined3d_element_count = convert_to_wined3d_declaration(elements, &declaration->elements_size, &wined3d_elements);
declaration->elements = HeapAlloc(GetProcessHeap(), 0, declaration->elements_size); if (!(declaration->elements = heap_alloc(declaration->elements_size)))
if (!declaration->elements)
{ {
ERR("Failed to allocate vertex declaration elements memory.\n"); ERR("Failed to allocate vertex declaration elements memory.\n");
HeapFree(GetProcessHeap(), 0, wined3d_elements); heap_free(wined3d_elements);
return E_OUTOFMEMORY; return E_OUTOFMEMORY;
} }
...@@ -356,11 +355,11 @@ HRESULT d3d8_vertex_declaration_init(struct d3d8_vertex_declaration *declaration ...@@ -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, hr = wined3d_vertex_declaration_create(device->wined3d_device, wined3d_elements, wined3d_element_count,
declaration, &d3d8_vertexdeclaration_wined3d_parent_ops, &declaration->wined3d_vertex_declaration); declaration, &d3d8_vertexdeclaration_wined3d_parent_ops, &declaration->wined3d_vertex_declaration);
wined3d_mutex_unlock(); wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, wined3d_elements); heap_free(wined3d_elements);
if (FAILED(hr)) if (FAILED(hr))
{ {
WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr); WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, declaration->elements); heap_free(declaration->elements);
return hr; return hr;
} }
......
...@@ -195,7 +195,7 @@ static void STDMETHODCALLTYPE volume_wined3d_object_destroyed(void *parent) ...@@ -195,7 +195,7 @@ static void STDMETHODCALLTYPE volume_wined3d_object_destroyed(void *parent)
{ {
struct d3d8_volume *volume = parent; struct d3d8_volume *volume = parent;
d3d8_resource_cleanup(&volume->resource); d3d8_resource_cleanup(&volume->resource);
HeapFree(GetProcessHeap(), 0, volume); heap_free(volume);
} }
static const struct wined3d_parent_ops d3d8_volume_wined3d_parent_ops = static const struct wined3d_parent_ops d3d8_volume_wined3d_parent_ops =
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment