* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
+#include "config.h"
+#include "wine/port.h"
+
+#include <stdio.h>
+
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
if (!desc)
{
- struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new_desc));
- if (!new_desc)
+ struct atifs_ffp_desc *new_desc;
+
+ if (!(new_desc = heap_alloc_zero(sizeof(*new_desc))))
{
ERR("Out of memory\n");
return;
{
struct atifs_private_data *priv;
- if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
+ if (!(priv = heap_alloc_zero(sizeof(*priv))))
return NULL;
wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare);
GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
- HeapFree(GetProcessHeap(), 0, entry_ati);
+ heap_free(entry_ati);
}
/* Context activation is done by the caller. */
wine_rb_destroy(&priv->fragment_shaders, atifs_free_ffpshader, &device->adapter->gl_info);
- HeapFree(GetProcessHeap(), 0, priv);
+ heap_free(priv);
device->fragment_priv = NULL;
}
static BOOL atifs_alloc_context_data(struct wined3d_context *context)
{
- struct atifs_context_private_data *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
- if (!priv)
+ struct atifs_context_private_data *priv;
+
+ if (!(priv = heap_alloc_zero(sizeof(*priv))))
return FALSE;
context->fragment_pipe_data = priv;
return TRUE;
static void atifs_free_context_data(struct wined3d_context *context)
{
- HeapFree(GetProcessHeap(), 0, context->fragment_pipe_data);
+ heap_free(context->fragment_pipe_data);
}
const struct fragment_pipeline atifs_fragment_pipeline = {