=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: d3d10core/tests: Use global memory allocation helpers.
Alexandre Julliard
julliard at winehq.org
Wed Feb 21 18:39:41 CST 2018
Module: wine
Branch: master
Commit: d985fa01d486dceb5fd55bafad096edf67c81b4d
URL: https://source.winehq.org/git/wine.git/?a=commit;h=d985fa01d486dceb5fd55bafad096edf67c81b4d
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Tue Feb 20 23:59:42 2018 +0100
d3d10core/tests: Use global memory allocation helpers.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/d3d10core/tests/device.c | 25 +++++++++++++------------
1 file changed, 13 insertions(+), 12 deletions(-)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 2a8169a..7b28e01 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -20,6 +20,7 @@
#define COBJMACROS
#include "initguid.h"
#include "d3d11_4.h"
+#include "wine/heap.h"
#include "wine/test.h"
#include <limits.h>
@@ -2567,7 +2568,7 @@ static void test_render_target_views(void)
texture_desc.CPUAccessFlags = 0;
texture_desc.MiscFlags = 0;
- data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, texture_desc.Width * texture_desc.Height * 4);
+ data = heap_alloc_zero(texture_desc.Width * texture_desc.Height * 4);
ok(!!data, "Failed to allocate memory.\n");
for (i = 0; i < ARRAY_SIZE(tests); ++i)
@@ -2608,7 +2609,7 @@ static void test_render_target_views(void)
ID3D10Texture2D_Release(texture);
}
- HeapFree(GetProcessHeap(), 0, data);
+ heap_free(data);
release_test_context(&test_context);
}
@@ -8421,7 +8422,7 @@ static void test_resource_access(void)
data.SysMemPitch = 0;
data.SysMemSlicePitch = 0;
- data.pSysMem = HeapAlloc(GetProcessHeap(), 0, 10240);
+ data.pSysMem = heap_alloc(10240);
ok(!!data.pSysMem, "Failed to allocate memory.\n");
for (i = 0; i < ARRAY_SIZE(tests); ++i)
@@ -8568,7 +8569,7 @@ static void test_resource_access(void)
}
}
- HeapFree(GetProcessHeap(), 0, (void *)data.pSysMem);
+ heap_free((void *)data.pSysMem);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
@@ -12760,7 +12761,7 @@ static void test_buffer_srv(void)
resource_data.SysMemSlicePitch = 0;
if (current_buffer->data_offset)
{
- data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, current_buffer->byte_count);
+ data = heap_alloc_zero(current_buffer->byte_count);
ok(!!data, "Failed to allocate memory.\n");
memcpy(data + current_buffer->data_offset, current_buffer->data,
current_buffer->byte_count - current_buffer->data_offset);
@@ -12772,7 +12773,7 @@ static void test_buffer_srv(void)
}
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &buffer);
ok(SUCCEEDED(hr), "Test %u: Failed to create buffer, hr %#x.\n", i, hr);
- HeapFree(GetProcessHeap(), 0, data);
+ heap_free(data);
}
else
{
@@ -14401,7 +14402,7 @@ static void test_generate_mips(void)
ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
- data = HeapAlloc(GetProcessHeap(), 0, sizeof(*data) * 32 * 32 * 32);
+ data = heap_alloc(sizeof(*data) * 32 * 32 * 32);
for (z = 0; z < 32; ++z)
{
@@ -14428,7 +14429,7 @@ static void test_generate_mips(void)
}
}
- zero_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*zero_data) * 16 * 16 * 16);
+ zero_data = heap_alloc_zero(sizeof(*zero_data) * 16 * 16 * 16);
for (i = 0; i < ARRAY_SIZE(resource_types); ++i)
{
@@ -14590,8 +14591,8 @@ static void test_generate_mips(void)
if (is_warp_device(device))
{
win_skip("Creating the next texture crashes WARP on some testbot boxes.\n");
- HeapFree(GetProcessHeap(), 0, zero_data);
- HeapFree(GetProcessHeap(), 0, data);
+ heap_free(zero_data);
+ heap_free(data);
ID3D10SamplerState_Release(sampler_state);
ID3D10PixelShader_Release(ps_3d);
ID3D10PixelShader_Release(ps);
@@ -14689,8 +14690,8 @@ static void test_generate_mips(void)
ID3D10Resource_Release(resource);
- HeapFree(GetProcessHeap(), 0, zero_data);
- HeapFree(GetProcessHeap(), 0, data);
+ heap_free(zero_data);
+ heap_free(data);
ID3D10SamplerState_Release(sampler_state);
ID3D10PixelShader_Release(ps_3d);
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