Commit 6db89702 authored by Alex Henrie's avatar Alex Henrie Committed by Alexandre Julliard

d3d8/tests: Use CRT allocation functions.

parent a70e3059
......@@ -26,7 +26,6 @@
#include <initguid.h>
#include <d3d8.h>
#include "wine/test.h"
#include "wine/heap.h"
struct vec3
{
......@@ -129,7 +128,7 @@ static BOOL save_display_modes(DEVMODEW **original_modes, unsigned int *display_
DISPLAY_DEVICEW display_device;
DEVMODEW *modes, *tmp;
if (!(modes = heap_alloc(size * sizeof(*modes))))
if (!(modes = malloc(size * sizeof(*modes))))
return FALSE;
display_device.cb = sizeof(display_device);
......@@ -145,9 +144,9 @@ static BOOL save_display_modes(DEVMODEW **original_modes, unsigned int *display_
if (count >= size)
{
size *= 2;
if (!(tmp = heap_realloc(modes, size * sizeof(*modes))))
if (!(tmp = realloc(modes, size * sizeof(*modes))))
{
heap_free(modes);
free(modes);
return FALSE;
}
modes = tmp;
......@@ -157,7 +156,7 @@ static BOOL save_display_modes(DEVMODEW **original_modes, unsigned int *display_
modes[count].dmSize = sizeof(modes[count]);
if (!EnumDisplaySettingsW(display_device.DeviceName, ENUM_CURRENT_SETTINGS, &modes[count]))
{
heap_free(modes);
free(modes);
return FALSE;
}
......@@ -1554,7 +1553,7 @@ static void test_reset(void)
hr = IDirect3D8_GetAdapterDisplayMode(d3d8, D3DADAPTER_DEFAULT, &d3ddm);
ok(SUCCEEDED(hr), "GetAdapterDisplayMode failed, hr %#lx.\n", hr);
adapter_mode_count = IDirect3D8_GetAdapterModeCount(d3d8, D3DADAPTER_DEFAULT);
modes = HeapAlloc(GetProcessHeap(), 0, sizeof(*modes) * adapter_mode_count);
modes = malloc(sizeof(*modes) * adapter_mode_count);
for (i = 0; i < adapter_mode_count; ++i)
{
UINT j;
......@@ -2120,7 +2119,7 @@ static void test_reset(void)
IDirect3DSurface8_Release(surface);
cleanup:
HeapFree(GetProcessHeap(), 0, modes);
free(modes);
if (device2)
IDirect3DDevice8_Release(device2);
if (device1)
......@@ -2264,7 +2263,7 @@ static void test_shader(void)
hr = IDirect3DDevice8_GetVertexShaderDeclaration(device, hVertexShader, NULL, &data_size);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
ok(data_size == vertex_decl_size, "Got data_size %lu, expected %lu.\n", data_size, vertex_decl_size);
data = HeapAlloc(GetProcessHeap(), 0, vertex_decl_size);
data = malloc(vertex_decl_size);
data_size = 1;
hr = IDirect3DDevice8_GetVertexShaderDeclaration(device, hVertexShader, data, &data_size);
ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr);
......@@ -2274,12 +2273,12 @@ static void test_shader(void)
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
ok(data_size == vertex_decl_size, "Got data_size %lu, expected %lu.\n", data_size, vertex_decl_size);
ok(!memcmp(data, dwVertexDecl, vertex_decl_size), "data not equal to shader declaration\n");
HeapFree(GetProcessHeap(), 0, data);
free(data);
/* Verify that we can retrieve the shader function */
hr = IDirect3DDevice8_GetVertexShaderFunction(device, hVertexShader, NULL, &data_size);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
ok(data_size == simple_vs_size, "Got data_size %lu, expected %lu.\n", data_size, simple_vs_size);
data = HeapAlloc(GetProcessHeap(), 0, simple_vs_size);
data = malloc(simple_vs_size);
data_size = 1;
hr = IDirect3DDevice8_GetVertexShaderFunction(device, hVertexShader, data, &data_size);
ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr);
......@@ -2289,7 +2288,7 @@ static void test_shader(void)
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
ok(data_size == simple_vs_size, "Got data_size %lu, expected %lu.\n", data_size, simple_vs_size);
ok(!memcmp(data, simple_vs, simple_vs_size), "data not equal to shader function\n");
HeapFree(GetProcessHeap(), 0, data);
free(data);
/* Delete the assigned shader. This is supposed to work */
hr = IDirect3DDevice8_DeleteVertexShader(device, hVertexShader);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
......@@ -2331,7 +2330,7 @@ static void test_shader(void)
hr = IDirect3DDevice8_GetPixelShaderFunction(device, hPixelShader, NULL, &data_size);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
ok(data_size == simple_ps_size, "Got data_size %lu, expected %lu.\n", data_size, simple_ps_size);
data = HeapAlloc(GetProcessHeap(), 0, simple_ps_size);
data = malloc(simple_ps_size);
data_size = 1;
hr = IDirect3DDevice8_GetPixelShaderFunction(device, hPixelShader, data, &data_size);
ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr);
......@@ -2341,7 +2340,7 @@ static void test_shader(void)
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
ok(data_size == simple_ps_size, "Got data_size %lu, expected %lu.\n", data_size, simple_ps_size);
ok(!memcmp(data, simple_ps, simple_ps_size), "data not equal to shader function\n");
HeapFree(GetProcessHeap(), 0, data);
free(data);
/* Delete the assigned shader. This is supposed to work */
hr = IDirect3DDevice8_DeletePixelShader(device, hPixelShader);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
......@@ -4711,7 +4710,7 @@ done:
IDirect3D8_Release(d3d8);
ret = restore_display_modes(original_modes, display_count);
ok(ret, "Failed to restore display modes.\n");
heap_free(original_modes);
free(original_modes);
}
static void test_device_window_reset(void)
......@@ -5052,11 +5051,11 @@ static void test_validate_vs(void)
hr = ValidateVertexShader(NULL, NULL, NULL, FALSE, &errors);
ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr);
ok(!*errors, "Got unexpected string \"%s\".\n", errors);
heap_free(errors);
free(errors);
hr = ValidateVertexShader(NULL, NULL, NULL, TRUE, &errors);
ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr);
ok(!!*errors, "Got unexpected empty string.\n");
heap_free(errors);
free(errors);
hr = ValidateVertexShader(vs_code, NULL, NULL, FALSE, NULL);
ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
......@@ -5065,7 +5064,7 @@ static void test_validate_vs(void)
hr = ValidateVertexShader(vs_code, NULL, NULL, TRUE, &errors);
ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
ok(!*errors, "Got unexpected string \"%s\".\n", errors);
heap_free(errors);
free(errors);
hr = ValidateVertexShader(vs_code, declaration_valid1, NULL, FALSE, NULL);
ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
......@@ -5102,11 +5101,11 @@ static void test_validate_vs(void)
hr = ValidateVertexShader(vs_code, NULL, NULL, FALSE, &errors);
ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr);
ok(!*errors, "Got unexpected string \"%s\".\n", errors);
heap_free(errors);
free(errors);
hr = ValidateVertexShader(vs_code, NULL, NULL, TRUE, &errors);
ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr);
ok(!!*errors, "Got unexpected empty string.\n");
heap_free(errors);
free(errors);
}
static void test_validate_ps(void)
......@@ -5150,7 +5149,7 @@ static void test_validate_ps(void)
hr = ValidatePixelShader(ps_1_1_code, NULL, TRUE, &errors);
ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
ok(!*errors, "Got unexpected string \"%s\".\n", errors);
heap_free(errors);
free(errors);
memset(&caps, 0, sizeof(caps));
caps.PixelShaderVersion = D3DPS_VERSION(1, 1);
......@@ -5180,11 +5179,11 @@ static void test_validate_ps(void)
hr = ValidatePixelShader(ps_1_1_code, NULL, FALSE, &errors);
ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr);
ok(!*errors, "Got unexpected string \"%s\".\n", errors);
heap_free(errors);
free(errors);
hr = ValidatePixelShader(ps_1_1_code, NULL, TRUE, &errors);
ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr);
ok(!!*errors, "Got unexpected empty string.\n");
heap_free(errors);
free(errors);
}
static void test_volume_get_container(void)
......
......@@ -1408,7 +1408,7 @@ static HRESULT render_state_test_init(IDirect3DDevice8 *device, struct state_tes
const struct render_state_arg *rsarg = test->test_arg;
unsigned int i, j;
struct render_state_context *ctx = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ctx));
struct render_state_context *ctx = calloc(1, sizeof(*ctx));
if (!ctx) return E_FAIL;
test->test_context = ctx;
......@@ -1451,7 +1451,7 @@ static HRESULT render_state_test_init(IDirect3DDevice8 *device, struct state_tes
static void render_state_test_cleanup(IDirect3DDevice8 *device, struct state_test *test)
{
HeapFree(GetProcessHeap(), 0, test->test_context);
free(test->test_context);
}
static void render_states_queue_test(struct state_test *test, const struct render_state_arg *test_arg)
......@@ -1590,12 +1590,12 @@ static void resource_default_data_init(struct resource_test_data *data, const st
data->vs = 0;
data->ps = 0;
data->ib = NULL;
data->vb = HeapAlloc(GetProcessHeap(), 0, arg->stream_count * sizeof(*data->vb));
data->vb = malloc(arg->stream_count * sizeof(*data->vb));
for (i = 0; i < arg->stream_count; ++i)
{
data->vb[i] = NULL;
}
data->tex = HeapAlloc(GetProcessHeap(), 0, arg->tex_count * sizeof(*data->tex));
data->tex = malloc(arg->tex_count * sizeof(*data->tex));
for (i = 0; i < arg->tex_count; ++i)
{
data->tex[i] = NULL;
......@@ -1650,7 +1650,7 @@ static void resource_test_data_init(IDirect3DDevice8 *device,
hr = IDirect3DDevice8_CreateIndexBuffer(device, 64, D3DUSAGE_DYNAMIC, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &data->ib);
ok(SUCCEEDED(hr), "CreateIndexBuffer returned hr %#lx.\n", hr);
data->vb = HeapAlloc(GetProcessHeap(), 0, arg->stream_count * sizeof(*data->vb));
data->vb = malloc(arg->stream_count * sizeof(*data->vb));
for (i = 0; i < arg->stream_count; ++i)
{
hr = IDirect3DDevice8_CreateVertexBuffer(device, 64, D3DUSAGE_DYNAMIC,
......@@ -1658,7 +1658,7 @@ static void resource_test_data_init(IDirect3DDevice8 *device,
ok(SUCCEEDED(hr), "CreateVertexBuffer (%u) returned hr %#lx.\n", i, hr);
}
data->tex = HeapAlloc(GetProcessHeap(), 0, arg->tex_count * sizeof(*data->tex));
data->tex = malloc(arg->tex_count * sizeof(*data->tex));
for (i = 0; i < arg->tex_count; ++i)
{
hr = IDirect3DDevice8_CreateTexture(device, 64, 64, 0, 0,
......@@ -1675,12 +1675,12 @@ static void resource_poison_data_init(struct resource_test_data *data, const str
data->vs = poison++;
data->ps = poison++;
data->ib = (IDirect3DIndexBuffer8 *)poison++;
data->vb = HeapAlloc(GetProcessHeap(), 0, arg->stream_count * sizeof(*data->vb));
data->vb = malloc(arg->stream_count * sizeof(*data->vb));
for (i = 0; i < arg->stream_count; ++i)
{
data->vb[i] = (IDirect3DVertexBuffer8 *)poison++;
}
data->tex = HeapAlloc(GetProcessHeap(), 0, arg->tex_count * sizeof(*data->tex));
data->tex = malloc(arg->tex_count * sizeof(*data->tex));
for (i = 0; i < arg->tex_count; ++i)
{
data->tex[i] = (IDirect3DTexture8 *)poison++;
......@@ -1692,7 +1692,7 @@ static HRESULT resource_test_init(IDirect3DDevice8 *device, struct state_test *t
const struct resource_test_arg *arg = test->test_arg;
struct resource_test_context *ctx;
ctx = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ctx));
ctx = calloc(1, sizeof(*ctx));
if (!ctx) return E_OUTOFMEMORY;
test->test_context = ctx;
......@@ -1747,17 +1747,17 @@ static void resource_test_cleanup(IDirect3DDevice8 *device, struct state_test *t
IDirect3DBaseTexture8_Release(ctx->test_data_all.tex[i]);
}
HeapFree(GetProcessHeap(), 0, ctx->default_data.vb);
HeapFree(GetProcessHeap(), 0, ctx->default_data.tex);
HeapFree(GetProcessHeap(), 0, ctx->test_data_all.vb);
HeapFree(GetProcessHeap(), 0, ctx->test_data_all.tex);
HeapFree(GetProcessHeap(), 0, ctx->test_data_vertex.vb);
HeapFree(GetProcessHeap(), 0, ctx->test_data_vertex.tex);
HeapFree(GetProcessHeap(), 0, ctx->test_data_pixel.vb);
HeapFree(GetProcessHeap(), 0, ctx->test_data_pixel.tex);
HeapFree(GetProcessHeap(), 0, ctx->poison_data.vb);
HeapFree(GetProcessHeap(), 0, ctx->poison_data.tex);
HeapFree(GetProcessHeap(), 0, ctx);
free(ctx->default_data.vb);
free(ctx->default_data.tex);
free(ctx->test_data_all.vb);
free(ctx->test_data_all.tex);
free(ctx->test_data_vertex.vb);
free(ctx->test_data_vertex.tex);
free(ctx->test_data_pixel.vb);
free(ctx->test_data_pixel.tex);
free(ctx->poison_data.vb);
free(ctx->poison_data.tex);
free(ctx);
}
static void resource_test_queue(struct state_test *test, const struct resource_test_arg *test_arg)
......
......@@ -941,8 +941,8 @@ static void test_specular_lighting(void)
} *quad;
WORD *indices;
quad = HeapAlloc(GetProcessHeap(), 0, vertices_side * vertices_side * sizeof(*quad));
indices = HeapAlloc(GetProcessHeap(), 0, indices_count * sizeof(*indices));
quad = malloc(vertices_side * vertices_side * sizeof(*quad));
indices = malloc(indices_count * sizeof(*indices));
for (i = 0, y = 0; y < vertices_side; ++y)
{
for (x = 0; x < vertices_side; ++x)
......@@ -1044,8 +1044,8 @@ static void test_specular_lighting(void)
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
HeapFree(GetProcessHeap(), 0, indices);
HeapFree(GetProcessHeap(), 0, quad);
free(indices);
free(quad);
}
static void clear_test(void)
......
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