Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/d3d10/d3d10_main.c | 6 +-- dlls/d3d10/d3d10_private.h | 8 +-- dlls/d3d10/effect.c | 119 ++++++++++++++++++++++----------------------- dlls/d3d10/shader.c | 4 +- dlls/d3d10/stateblock.c | 5 +- 5 files changed, 63 insertions(+), 79 deletions(-)
diff --git a/dlls/d3d10/d3d10_main.c b/dlls/d3d10/d3d10_main.c index 52585f0..f2fbb41 100644 --- a/dlls/d3d10/d3d10_main.c +++ b/dlls/d3d10/d3d10_main.c @@ -222,8 +222,7 @@ HRESULT WINAPI D3D10CreateEffectFromMemory(void *data, SIZE_T data_size, UINT fl FIXME("data %p, data_size %lu, flags %#x, device %p, effect_pool %p, effect %p stub!\n", data, data_size, flags, device, effect_pool, effect);
- object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); - if (!object) + if (!(object = heap_alloc_zero(sizeof(*object)))) { ERR("Failed to allocate D3D10 effect object memory\n"); return E_OUTOFMEMORY; @@ -303,8 +302,7 @@ HRESULT WINAPI D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10Shad
FIXME("data %p, data_size %lu, reflector %p stub!\n", data, data_size, reflector);
- object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); - if (!object) + if (!(object = heap_alloc_zero(sizeof(*object)))) { ERR("Failed to allocate D3D10 shader reflection object memory\n"); return E_OUTOFMEMORY; diff --git a/dlls/d3d10/d3d10_private.h b/dlls/d3d10/d3d10_private.h index 93b6e35..e785b8b 100644 --- a/dlls/d3d10/d3d10_private.h +++ b/dlls/d3d10/d3d10_private.h @@ -21,6 +21,7 @@
#include "wine/debug.h" #include "wine/rbtree.h" +#include "wine/heap.h"
#define COBJMACROS #include "winbase.h" @@ -278,13 +279,6 @@ HRESULT WINAPI D3D10CoreCreateDevice(IDXGIFactory *factory, IDXGIAdapter *adapte HRESULT parse_dxbc(const char *data, SIZE_T data_size, HRESULT (*chunk_handler)(const char *data, DWORD data_size, DWORD tag, void *ctx), void *ctx) DECLSPEC_HIDDEN;
-static inline void *d3d10_calloc(SIZE_T count, SIZE_T size) -{ - if (count > ~(SIZE_T)0 / size) - return NULL; - return HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, count * size); -} - static inline void read_dword(const char **ptr, DWORD *d) { memcpy(d, *ptr, sizeof(*d)); diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c index 4760489..10d8404 100644 --- a/dlls/d3d10/effect.c +++ b/dlls/d3d10/effect.c @@ -285,7 +285,7 @@ static BOOL fx10_copy_string(const char *data, size_t data_size, DWORD offset, c return TRUE; }
- if (!(*s = HeapAlloc(GetProcessHeap(), 0, len))) + if (!(*s = heap_alloc(len))) { ERR("Failed to allocate string memory.\n"); return FALSE; @@ -308,8 +308,7 @@ static BOOL copy_name(const char *ptr, char **name) return TRUE; }
- *name = HeapAlloc(GetProcessHeap(), 0, name_len); - if (!*name) + if (!(*name = heap_alloc(name_len))) { ERR("Failed to allocate name memory.\n"); return FALSE; @@ -355,7 +354,7 @@ static HRESULT shader_parse_signature(const char *data, DWORD data_size, struct return E_INVALIDARG; }
- if (!(e = d3d10_calloc(count, sizeof(*e)))) + if (!(e = heap_calloc(count, sizeof(*e)))) { ERR("Failed to allocate signature memory.\n"); return E_OUTOFMEMORY; @@ -370,7 +369,7 @@ static HRESULT shader_parse_signature(const char *data, DWORD data_size, struct if (!(e[i].SemanticName = shader_get_string(data, data_size, name_offset))) { WARN("Invalid name offset %#x (data size %#x).\n", name_offset, data_size); - HeapFree(GetProcessHeap(), 0, e); + heap_free(e); return E_INVALIDARG; } read_dword(&ptr, &e[i].SemanticIndex); @@ -396,8 +395,8 @@ static HRESULT shader_parse_signature(const char *data, DWORD data_size, struct
static void shader_free_signature(struct d3d10_effect_shader_signature *s) { - HeapFree(GetProcessHeap(), 0, s->signature); - HeapFree(GetProcessHeap(), 0, s->elements); + heap_free(s->signature); + heap_free(s->elements); }
static HRESULT shader_chunk_handler(const char *data, DWORD data_size, DWORD tag, void *ctx) @@ -422,8 +421,7 @@ static HRESULT shader_chunk_handler(const char *data, DWORD data_size, DWORD tag if (tag == TAG_ISGN) sig = &s->input_signature; else sig = &s->output_signature;
- sig->signature = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, size); - if (!sig->signature) + if (!(sig->signature = heap_alloc_zero(size))) { ERR("Failed to allocate input signature data\n"); return E_OUTOFMEMORY; @@ -698,7 +696,7 @@ static HRESULT parse_fx10_type(const char *data, size_t data_size, DWORD offset, t->basetype = 0; t->type_class = D3D10_SVC_STRUCT;
- if (!(t->members = d3d10_calloc(t->member_count, sizeof(*t->members)))) + if (!(t->members = heap_calloc(t->member_count, sizeof(*t->members)))) { ERR("Failed to allocate members memory.\n"); return E_OUTOFMEMORY; @@ -759,8 +757,7 @@ static HRESULT parse_fx10_type(const char *data, size_t data_size, DWORD offset, TRACE("Elementtype for type at offset: %#x\n", t->id);
/* allocate elementtype - we need only one, because all elements have the same type */ - t->elementtype = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*t->elementtype)); - if (!t->elementtype) + if (!(t->elementtype = heap_alloc_zero(sizeof(*t->elementtype)))) { ERR("Failed to allocate members memory.\n"); return E_OUTOFMEMORY; @@ -828,8 +825,7 @@ static struct d3d10_effect_type *get_fx10_type(struct d3d10_effect *effect, return WINE_RB_ENTRY_VALUE(entry, struct d3d10_effect_type, entry); }
- type = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*type)); - if (!type) + if (!(type = heap_alloc_zero(sizeof(*type)))) { ERR("Failed to allocate type memory.\n"); return NULL; @@ -841,14 +837,14 @@ static struct d3d10_effect_type *get_fx10_type(struct d3d10_effect *effect, if (FAILED(hr = parse_fx10_type(data, data_size, offset, type))) { ERR("Failed to parse type info, hr %#x.\n", hr); - HeapFree(GetProcessHeap(), 0, type); + heap_free(type); return NULL; }
if (wine_rb_put(&effect->types, &offset, &type->entry) == -1) { ERR("Failed to insert type entry.\n"); - HeapFree(GetProcessHeap(), 0, type); + heap_free(type); return NULL; }
@@ -948,7 +944,7 @@ static HRESULT copy_variableinfo_from_type(struct d3d10_effect_variable *v)
if (v->type->member_count) { - if (!(v->members = d3d10_calloc(v->type->member_count, sizeof(*v->members)))) + if (!(v->members = heap_calloc(v->type->member_count, sizeof(*v->members)))) { ERR("Failed to allocate members memory.\n"); return E_OUTOFMEMORY; @@ -990,7 +986,7 @@ static HRESULT copy_variableinfo_from_type(struct d3d10_effect_variable *v) { unsigned int bufferoffset = v->buffer_offset;
- if (!(v->elements = d3d10_calloc(v->type->element_count, sizeof(*v->elements)))) + if (!(v->elements = heap_calloc(v->type->element_count, sizeof(*v->elements)))) { ERR("Failed to allocate elements memory.\n"); return E_OUTOFMEMORY; @@ -1592,7 +1588,7 @@ static HRESULT parse_fx10_pass(const char *data, size_t data_size, read_dword(ptr, &p->annotation_count); TRACE("Pass has %u annotations.\n", p->annotation_count);
- if (!(p->annotations = d3d10_calloc(p->annotation_count, sizeof(*p->annotations)))) + if (!(p->annotations = heap_calloc(p->annotation_count, sizeof(*p->annotations)))) { ERR("Failed to allocate pass annotations memory.\n"); return E_OUTOFMEMORY; @@ -1609,7 +1605,7 @@ static HRESULT parse_fx10_pass(const char *data, size_t data_size, return hr; }
- if (!(p->objects = d3d10_calloc(p->object_count, sizeof(*p->objects)))) + if (!(p->objects = heap_calloc(p->object_count, sizeof(*p->objects)))) { ERR("Failed to allocate effect objects memory.\n"); return E_OUTOFMEMORY; @@ -1655,7 +1651,7 @@ static HRESULT parse_fx10_technique(const char *data, size_t data_size, read_dword(ptr, &t->annotation_count); TRACE("Technique has %u annotations.\n", t->annotation_count);
- if (!(t->annotations = d3d10_calloc(t->annotation_count, sizeof(*t->annotations)))) + if (!(t->annotations = heap_calloc(t->annotation_count, sizeof(*t->annotations)))) { ERR("Failed to allocate technique annotations memory.\n"); return E_OUTOFMEMORY; @@ -1672,7 +1668,7 @@ static HRESULT parse_fx10_technique(const char *data, size_t data_size, return hr; }
- if (!(t->passes = d3d10_calloc(t->pass_count, sizeof(*t->passes)))) + if (!(t->passes = heap_calloc(t->pass_count, sizeof(*t->passes)))) { ERR("Failed to allocate passes memory\n"); return E_OUTOFMEMORY; @@ -1723,7 +1719,7 @@ static HRESULT parse_fx10_variable(const char *data, size_t data_size, read_dword(ptr, &v->annotation_count); TRACE("Variable has %u annotations.\n", v->annotation_count);
- if (!(v->annotations = d3d10_calloc(v->annotation_count, sizeof(*v->annotations)))) + if (!(v->annotations = heap_calloc(v->annotation_count, sizeof(*v->annotations)))) { ERR("Failed to allocate variable annotations memory.\n"); return E_OUTOFMEMORY; @@ -1897,7 +1893,7 @@ static HRESULT parse_fx10_local_variable(const char *data, size_t data_size, read_dword(ptr, &v->annotation_count); TRACE("Variable has %u annotations.\n", v->annotation_count);
- if (!(v->annotations = d3d10_calloc(v->annotation_count, sizeof(*v->annotations)))) + if (!(v->annotations = heap_calloc(v->annotation_count, sizeof(*v->annotations)))) { ERR("Failed to allocate variable annotations memory.\n"); return E_OUTOFMEMORY; @@ -1927,8 +1923,7 @@ static HRESULT parse_fx10_local_buffer(const char *data, size_t data_size, unsigned int stride = 0;
/* Generate our own type, it isn't in the fx blob. */ - l->type = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*l->type)); - if (!l->type) + if (!(l->type = heap_alloc_zero(sizeof(*l->type)))) { ERR("Failed to allocate local buffer type memory.\n"); return E_OUTOFMEMORY; @@ -1986,7 +1981,7 @@ static HRESULT parse_fx10_local_buffer(const char *data, size_t data_size, read_dword(ptr, &l->annotation_count); TRACE("Local buffer has %u annotations.\n", l->annotation_count);
- if (!(l->annotations = d3d10_calloc(l->annotation_count, sizeof(*l->annotations)))) + if (!(l->annotations = heap_calloc(l->annotation_count, sizeof(*l->annotations)))) { ERR("Failed to allocate local buffer annotations memory.\n"); return E_OUTOFMEMORY; @@ -2003,13 +1998,13 @@ static HRESULT parse_fx10_local_buffer(const char *data, size_t data_size, return hr; }
- if (!(l->members = d3d10_calloc(l->type->member_count, sizeof(*l->members)))) + if (!(l->members = heap_calloc(l->type->member_count, sizeof(*l->members)))) { ERR("Failed to allocate members memory.\n"); return E_OUTOFMEMORY; }
- if (!(l->type->members = d3d10_calloc(l->type->member_count, sizeof(*l->type->members)))) + if (!(l->type->members = heap_calloc(l->type->member_count, sizeof(*l->type->members)))) { ERR("Failed to allocate type members memory.\n"); return E_OUTOFMEMORY; @@ -2112,8 +2107,8 @@ static void d3d10_effect_type_member_destroy(struct d3d10_effect_type_member *ty TRACE("effect type member %p.\n", typem);
/* Do not release typem->type, it will be covered by d3d10_effect_type_destroy(). */ - HeapFree(GetProcessHeap(), 0, typem->semantic); - HeapFree(GetProcessHeap(), 0, typem->name); + heap_free(typem->semantic); + heap_free(typem->name); }
static void d3d10_effect_type_destroy(struct wine_rb_entry *entry, void *context) @@ -2124,8 +2119,8 @@ static void d3d10_effect_type_destroy(struct wine_rb_entry *entry, void *context
if (t->elementtype) { - HeapFree(GetProcessHeap(), 0, t->elementtype->name); - HeapFree(GetProcessHeap(), 0, t->elementtype); + heap_free(t->elementtype->name); + heap_free(t->elementtype); }
if (t->members) @@ -2136,11 +2131,11 @@ static void d3d10_effect_type_destroy(struct wine_rb_entry *entry, void *context { d3d10_effect_type_member_destroy(&t->members[i]); } - HeapFree(GetProcessHeap(), 0, t->members); + heap_free(t->members); }
- HeapFree(GetProcessHeap(), 0, t->name); - HeapFree(GetProcessHeap(), 0, t); + heap_free(t->name); + heap_free(t); }
static HRESULT parse_fx10_body(struct d3d10_effect *e, const char *data, DWORD data_size) @@ -2156,31 +2151,31 @@ static HRESULT parse_fx10_body(struct d3d10_effect *e, const char *data, DWORD d } ptr = data + e->index_offset;
- if (!(e->local_buffers = d3d10_calloc(e->local_buffer_count, sizeof(*e->local_buffers)))) + if (!(e->local_buffers = heap_calloc(e->local_buffer_count, sizeof(*e->local_buffers)))) { ERR("Failed to allocate local buffer memory.\n"); return E_OUTOFMEMORY; }
- if (!(e->local_variables = d3d10_calloc(e->local_variable_count, sizeof(*e->local_variables)))) + if (!(e->local_variables = heap_calloc(e->local_variable_count, sizeof(*e->local_variables)))) { ERR("Failed to allocate local variable memory.\n"); return E_OUTOFMEMORY; }
- if (!(e->anonymous_shaders = d3d10_calloc(e->anonymous_shader_count, sizeof(*e->anonymous_shaders)))) + if (!(e->anonymous_shaders = heap_calloc(e->anonymous_shader_count, sizeof(*e->anonymous_shaders)))) { ERR("Failed to allocate anonymous shaders memory\n"); return E_OUTOFMEMORY; }
- if (!(e->used_shaders = d3d10_calloc(e->used_shader_count, sizeof(*e->used_shaders)))) + if (!(e->used_shaders = heap_calloc(e->used_shader_count, sizeof(*e->used_shaders)))) { ERR("Failed to allocate used shaders memory\n"); return E_OUTOFMEMORY; }
- if (!(e->techniques = d3d10_calloc(e->technique_count, sizeof(*e->techniques)))) + if (!(e->techniques = heap_calloc(e->technique_count, sizeof(*e->techniques)))) { ERR("Failed to allocate techniques memory\n"); return E_OUTOFMEMORY; @@ -2398,15 +2393,15 @@ static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v)
TRACE("variable %p.\n", v);
- HeapFree(GetProcessHeap(), 0, v->name); - HeapFree(GetProcessHeap(), 0, v->semantic); + heap_free(v->name); + heap_free(v->semantic); if (v->annotations) { for (i = 0; i < v->annotation_count; ++i) { d3d10_effect_variable_destroy(&v->annotations[i]); } - HeapFree(GetProcessHeap(), 0, v->annotations); + heap_free(v->annotations); }
if (v->members) @@ -2415,7 +2410,7 @@ static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v) { d3d10_effect_variable_destroy(&v->members[i]); } - HeapFree(GetProcessHeap(), 0, v->members); + heap_free(v->members); }
if (v->elements) @@ -2424,7 +2419,7 @@ static void d3d10_effect_variable_destroy(struct d3d10_effect_variable *v) { d3d10_effect_variable_destroy(&v->elements[i]); } - HeapFree(GetProcessHeap(), 0, v->elements); + heap_free(v->elements); }
if (v->type) @@ -2508,7 +2503,7 @@ static void d3d10_effect_pass_destroy(struct d3d10_effect_pass *p)
TRACE("pass %p\n", p);
- HeapFree(GetProcessHeap(), 0, p->name); + heap_free(p->name);
if (p->objects) { @@ -2516,7 +2511,7 @@ static void d3d10_effect_pass_destroy(struct d3d10_effect_pass *p) { d3d10_effect_object_destroy(&p->objects[i]); } - HeapFree(GetProcessHeap(), 0, p->objects); + heap_free(p->objects); }
if (p->annotations) @@ -2525,7 +2520,7 @@ static void d3d10_effect_pass_destroy(struct d3d10_effect_pass *p) { d3d10_effect_variable_destroy(&p->annotations[i]); } - HeapFree(GetProcessHeap(), 0, p->annotations); + heap_free(p->annotations); } }
@@ -2535,14 +2530,14 @@ static void d3d10_effect_technique_destroy(struct d3d10_effect_technique *t)
TRACE("technique %p\n", t);
- HeapFree(GetProcessHeap(), 0, t->name); + heap_free(t->name); if (t->passes) { for (i = 0; i < t->pass_count; ++i) { d3d10_effect_pass_destroy(&t->passes[i]); } - HeapFree(GetProcessHeap(), 0, t->passes); + heap_free(t->passes); }
if (t->annotations) @@ -2551,7 +2546,7 @@ static void d3d10_effect_technique_destroy(struct d3d10_effect_technique *t) { d3d10_effect_variable_destroy(&t->annotations[i]); } - HeapFree(GetProcessHeap(), 0, t->annotations); + heap_free(t->annotations); } }
@@ -2561,14 +2556,14 @@ static void d3d10_effect_local_buffer_destroy(struct d3d10_effect_variable *l)
TRACE("local buffer %p.\n", l);
- HeapFree(GetProcessHeap(), 0, l->name); + heap_free(l->name); if (l->members) { for (i = 0; i < l->type->member_count; ++i) { d3d10_effect_variable_destroy(&l->members[i]); } - HeapFree(GetProcessHeap(), 0, l->members); + heap_free(l->members); }
if (l->type) @@ -2580,7 +2575,7 @@ static void d3d10_effect_local_buffer_destroy(struct d3d10_effect_variable *l) { d3d10_effect_variable_destroy(&l->annotations[i]); } - HeapFree(GetProcessHeap(), 0, l->annotations); + heap_free(l->annotations); } }
@@ -2636,7 +2631,7 @@ static ULONG STDMETHODCALLTYPE d3d10_effect_Release(ID3D10Effect *iface) { d3d10_effect_technique_destroy(&This->techniques[i]); } - HeapFree(GetProcessHeap(), 0, This->techniques); + heap_free(This->techniques); }
if (This->local_variables) @@ -2645,7 +2640,7 @@ static ULONG STDMETHODCALLTYPE d3d10_effect_Release(ID3D10Effect *iface) { d3d10_effect_variable_destroy(&This->local_variables[i]); } - HeapFree(GetProcessHeap(), 0, This->local_variables); + heap_free(This->local_variables); }
if (This->local_buffers) @@ -2654,7 +2649,7 @@ static ULONG STDMETHODCALLTYPE d3d10_effect_Release(ID3D10Effect *iface) { d3d10_effect_local_buffer_destroy(&This->local_buffers[i]); } - HeapFree(GetProcessHeap(), 0, This->local_buffers); + heap_free(This->local_buffers); }
if (This->anonymous_shaders) @@ -2662,17 +2657,17 @@ static ULONG STDMETHODCALLTYPE d3d10_effect_Release(ID3D10Effect *iface) for (i = 0; i < This->anonymous_shader_count; ++i) { d3d10_effect_variable_destroy(&This->anonymous_shaders[i].shader); - HeapFree(GetProcessHeap(), 0, This->anonymous_shaders[i].type.name); + heap_free(This->anonymous_shaders[i].type.name); } - HeapFree(GetProcessHeap(), 0, This->anonymous_shaders); + heap_free(This->anonymous_shaders); }
- HeapFree(GetProcessHeap(), 0, This->used_shaders); + heap_free(This->used_shaders);
wine_rb_destroy(&This->types, d3d10_effect_type_destroy, NULL);
ID3D10Device_Release(This->device); - HeapFree(GetProcessHeap(), 0, This); + heap_free(This); }
return refcount; diff --git a/dlls/d3d10/shader.c b/dlls/d3d10/shader.c index a6a9a30..c97d8df 100644 --- a/dlls/d3d10/shader.c +++ b/dlls/d3d10/shader.c @@ -68,9 +68,7 @@ static ULONG STDMETHODCALLTYPE d3d10_shader_reflection_Release(ID3D10ShaderRefle TRACE("%p decreasing refcount to %u\n", This, refcount);
if (!refcount) - { - HeapFree(GetProcessHeap(), 0, This); - } + heap_free(This);
return refcount; } diff --git a/dlls/d3d10/stateblock.c b/dlls/d3d10/stateblock.c index 470d325..ebeebf7 100644 --- a/dlls/d3d10/stateblock.c +++ b/dlls/d3d10/stateblock.c @@ -275,7 +275,7 @@ static ULONG STDMETHODCALLTYPE d3d10_stateblock_Release(ID3D10StateBlock *iface) { stateblock_cleanup(stateblock); ID3D10Device_Release(stateblock->device); - HeapFree(GetProcessHeap(), 0, stateblock); + heap_free(stateblock); }
return refcount; @@ -522,8 +522,7 @@ HRESULT WINAPI D3D10CreateStateBlock(ID3D10Device *device,
TRACE("device %p, mask %p, stateblock %p.\n", device, mask, stateblock);
- object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); - if (!object) + if (!(object = heap_alloc_zero(sizeof(*object)))) { ERR("Failed to allocate D3D10 stateblock object memory.\n"); return E_OUTOFMEMORY;