vkd3d-shader/hlsl: Consistently use HLSL allocation functions.

This commit is contained in:
Zebediah Figura 2023-08-01 15:36:24 -05:00 committed by Alexandre Julliard
parent b9c164c1c4
commit a9f33e8657
Notes: Alexandre Julliard 2023-11-06 23:18:46 +01:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Francisco Casas (@fcasas)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/426

View File

@ -759,7 +759,7 @@ struct hlsl_type *hlsl_new_uav_type(struct hlsl_ctx *ctx, enum hlsl_sampler_dim
{
struct hlsl_type *type;
if (!(type = vkd3d_calloc(1, sizeof(*type))))
if (!(type = hlsl_alloc(ctx, sizeof(*type))))
return NULL;
type->class = HLSL_CLASS_OBJECT;
type->base_type = HLSL_TYPE_UAV;
@ -1617,7 +1617,7 @@ static bool clone_block(struct hlsl_ctx *ctx, struct hlsl_block *dst_block,
if (!list_empty(&src->uses))
{
if (!vkd3d_array_reserve((void **)&map->instrs, &map->capacity, map->count + 1, sizeof(*map->instrs)))
if (!hlsl_array_reserve(ctx, (void **)&map->instrs, &map->capacity, map->count + 1, sizeof(*map->instrs)))
{
hlsl_block_cleanup(dst_block);
return false;