[PATCH 6/8] d3d11/tests: Use global memory allocation helpers.
Józef Kucia
jkucia at codeweavers.com
Tue Feb 20 16:59:43 CST 2018
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d11/tests/d3d11.c | 25 +++++++++++++------------
1 file changed, 13 insertions(+), 12 deletions(-)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 35551d0788d7..5a36bc285956 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -25,6 +25,7 @@
#define COBJMACROS
#include "initguid.h"
#include "d3d11_4.h"
+#include "wine/heap.h"
#include "wine/test.h"
#ifndef ARRAY_SIZE
@@ -8198,7 +8199,7 @@ 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)
@@ -8282,7 +8283,7 @@ static void test_render_target_views(void)
ID3D11Resource_Release(resource);
}
- HeapFree(GetProcessHeap(), 0, data);
+ heap_free(data);
release_test_context(&test_context);
}
@@ -11154,7 +11155,7 @@ static void test_resource_access(const D3D_FEATURE_LEVEL feature_level)
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)
@@ -11339,7 +11340,7 @@ static void test_resource_access(const D3D_FEATURE_LEVEL feature_level)
}
}
- HeapFree(GetProcessHeap(), 0, (void *)data.pSysMem);
+ heap_free((void *)data.pSysMem);
ID3D11DeviceContext_Release(context);
refcount = ID3D11Device_Release(device);
@@ -19221,7 +19222,7 @@ 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);
@@ -19233,7 +19234,7 @@ static void test_buffer_srv(void)
}
hr = ID3D11Device_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
{
@@ -22786,7 +22787,7 @@ static void test_depth_bias(void)
rasterizer_desc.SlopeScaledDepthBias = 0.0f;
rasterizer_desc.DepthClipEnable = TRUE;
- depth_values = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*depth_values) * swapchain_desc.height);
+ depth_values = heap_calloc(swapchain_desc.height, sizeof(*depth_values));
ok(!!depth_values, "Failed to allocate memory.\n");
for (format_idx = 0; format_idx < ARRAY_SIZE(formats); ++format_idx)
@@ -22988,7 +22989,7 @@ static void test_depth_bias(void)
ID3D11DepthStencilView_Release(dsv);
}
- HeapFree(GetProcessHeap(), 0, depth_values);
+ heap_free(depth_values);
release_test_context(&test_context);
}
@@ -24514,7 +24515,7 @@ static void test_generate_mips(void)
ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
ID3D11DeviceContext_PSSetSamplers(context, 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)
{
@@ -24541,7 +24542,7 @@ 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)
{
@@ -24791,8 +24792,8 @@ static void test_generate_mips(void)
ID3D11Resource_Release(resource);
- HeapFree(GetProcessHeap(), 0, zero_data);
- HeapFree(GetProcessHeap(), 0, data);
+ heap_free(zero_data);
+ heap_free(data);
ID3D11SamplerState_Release(sampler_state);
ID3D11PixelShader_Release(ps_3d);
--
2.13.6
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