d3d8: Remove ERR() on HeapAlloc failure for small sizes known at compile time

Michael Stefaniuc mstefani at redhat.de
Thu Feb 7 05:52:40 CST 2013


---
 dlls/d3d8/d3d8_main.c |    3 ---
 dlls/d3d8/device.c    |   22 ----------------------
 dlls/d3d8/directx.c   |    3 ---
 dlls/d3d8/shader.c    |    3 ---
 dlls/d3d8/swapchain.c |    3 ---
 5 files changed, 0 insertions(+), 34 deletions(-)

diff --git a/dlls/d3d8/d3d8_main.c b/dlls/d3d8/d3d8_main.c
index 3405447..d03bcba 100644
--- a/dlls/d3d8/d3d8_main.c
+++ b/dlls/d3d8/d3d8_main.c
@@ -42,10 +42,7 @@ IDirect3D8 * WINAPI DECLSPEC_HOTPATCH Direct3DCreate8(UINT sdk_version)
     TRACE("sdk_version %#x.\n", sdk_version);
 
     if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
-    {
-        ERR("Failed to allocate d3d8 object memory.\n");
         return NULL;
-    }
 
     if (!d3d8_init(object))
     {
diff --git a/dlls/d3d8/device.c b/dlls/d3d8/device.c
index d9c337a..a94d3bd 100644
--- a/dlls/d3d8/device.c
+++ b/dlls/d3d8/device.c
@@ -723,10 +723,7 @@ static HRESULT WINAPI d3d8_device_CreateTexture(IDirect3DDevice8 *iface,
 
     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
     if (!object)
-    {
-        ERR("Failed to allocate texture memory.\n");
         return D3DERR_OUTOFVIDEOMEMORY;
-    }
 
     hr = texture_init(object, device, width, height, levels, usage, format, pool);
     if (FAILED(hr))
@@ -755,10 +752,7 @@ static HRESULT WINAPI d3d8_device_CreateVolumeTexture(IDirect3DDevice8 *iface,
 
     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
     if (!object)
-    {
-        ERR("Failed to allocate volume texture memory.\n");
         return D3DERR_OUTOFVIDEOMEMORY;
-    }
 
     hr = volumetexture_init(object, device, width, height, depth, levels, usage, format, pool);
     if (FAILED(hr))
@@ -786,10 +780,7 @@ static HRESULT WINAPI d3d8_device_CreateCubeTexture(IDirect3DDevice8 *iface, UIN
 
     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
     if (!object)
-    {
-        ERR("Failed to allocate cube texture memory.\n");
         return D3DERR_OUTOFVIDEOMEMORY;
-    }
 
     hr = cubetexture_init(object, device, edge_length, levels, usage, format, pool);
     if (FAILED(hr))
@@ -817,10 +808,7 @@ static HRESULT WINAPI d3d8_device_CreateVertexBuffer(IDirect3DDevice8 *iface, UI
 
     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
     if (!object)
-    {
-        ERR("Failed to allocate buffer memory.\n");
         return D3DERR_OUTOFVIDEOMEMORY;
-    }
 
     hr = vertexbuffer_init(object, device, size, usage, fvf, pool);
     if (FAILED(hr))
@@ -848,10 +836,7 @@ static HRESULT WINAPI d3d8_device_CreateIndexBuffer(IDirect3DDevice8 *iface, UIN
 
     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
     if (!object)
-    {
-        ERR("Failed to allocate buffer memory.\n");
         return D3DERR_OUTOFVIDEOMEMORY;
-    }
 
     hr = indexbuffer_init(object, device, size, usage, format, pool);
     if (FAILED(hr))
@@ -2150,7 +2135,6 @@ static HRESULT WINAPI d3d8_device_CreateVertexShader(IDirect3DDevice8 *iface,
     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
     if (!object)
     {
-        ERR("Failed to allocate vertex shader memory.\n");
         *shader = 0;
         return E_OUTOFMEMORY;
     }
@@ -2216,10 +2200,7 @@ static struct d3d8_vertex_declaration *d3d8_device_get_fvf_declaration(struct d3
     TRACE("not found. Creating and inserting at position %d.\n", low);
 
     if (!(d3d8_declaration = HeapAlloc(GetProcessHeap(), 0, sizeof(*d3d8_declaration))))
-    {
-        ERR("Memory allocation failed.\n");
         return NULL;
-    }
 
     if (FAILED(hr = d3d8_vertex_declaration_init_fvf(d3d8_declaration, device, fvf)))
     {
@@ -2532,10 +2513,7 @@ static HRESULT WINAPI d3d8_device_CreatePixelShader(IDirect3DDevice8 *iface,
 
     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
     if (!object)
-    {
-        ERR("Failed to allocate pixel shader memmory.\n");
         return E_OUTOFMEMORY;
-    }
 
     wined3d_mutex_lock();
     handle = d3d8_allocate_handle(&device->handle_table, object, D3D8_HANDLE_PS);
diff --git a/dlls/d3d8/directx.c b/dlls/d3d8/directx.c
index 4070b3e..61d187d 100644
--- a/dlls/d3d8/directx.c
+++ b/dlls/d3d8/directx.c
@@ -364,10 +364,7 @@ static HRESULT WINAPI d3d8_CreateDevice(IDirect3D8 *iface, UINT adapter,
 
     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
     if (!object)
-    {
-        ERR("Failed to allocate device memory.\n");
         return E_OUTOFMEMORY;
-    }
 
     hr = device_init(object, d3d8, d3d8->wined3d, adapter, device_type, focus_window, flags, parameters);
     if (FAILED(hr))
diff --git a/dlls/d3d8/shader.c b/dlls/d3d8/shader.c
index db36120..f7096bb 100644
--- a/dlls/d3d8/shader.c
+++ b/dlls/d3d8/shader.c
@@ -61,10 +61,7 @@ static HRESULT d3d8_vertexshader_create_vertexdeclaration(struct d3d8_device *de
 
     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
     if (!object)
-    {
-        ERR("Memory allocation failed.\n");
         return E_OUTOFMEMORY;
-    }
 
     hr = d3d8_vertex_declaration_init(object, device, declaration, shader_handle);
     if (FAILED(hr))
diff --git a/dlls/d3d8/swapchain.c b/dlls/d3d8/swapchain.c
index 6686c0f..e9f4976 100644
--- a/dlls/d3d8/swapchain.c
+++ b/dlls/d3d8/swapchain.c
@@ -183,10 +183,7 @@ HRESULT d3d8_swapchain_create(struct d3d8_device *device, struct wined3d_swapcha
     HRESULT hr;
 
     if (!(object = HeapAlloc(GetProcessHeap(),  HEAP_ZERO_MEMORY, sizeof(*object))))
-    {
-        ERR("Failed to allocate swapchain memory.\n");
         return E_OUTOFMEMORY;
-    }
 
     if (FAILED(hr = swapchain_init(object, device, desc)))
     {
-- 
1.7.7.6



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