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wined3d: Avoid WARN() when failing to allocate a GL BO without a context.
This is normal and expected, and only a concern for performance. Avoid polluting warn+d3d logs.
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parent
44aa651dc5
commit
52a0e36aee
2 changed files with 4 additions and 2 deletions
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@ -4657,7 +4657,6 @@ static bool adapter_gl_alloc_bo(struct wined3d_device *device, struct wined3d_re
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if (!(wined3d_device_gl_create_bo(device_gl, NULL, size, binding, usage, coherent, flags, bo_gl)))
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{
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WARN("Failed to create OpenGL buffer.\n");
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heap_free(bo_gl);
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return false;
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}
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@ -1130,6 +1130,8 @@ bool wined3d_device_gl_create_bo(struct wined3d_device_gl *device_gl, struct win
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{
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if ((memory = wined3d_device_gl_allocate_memory(device_gl, context_gl, memory_type_idx, size, &id)))
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buffer_offset = memory->offset;
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else if (!context_gl)
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WARN_(d3d_perf)("Failed to suballocate buffer from the client thread.\n");
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}
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else if (context_gl)
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{
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@ -1139,7 +1141,8 @@ bool wined3d_device_gl_create_bo(struct wined3d_device_gl *device_gl, struct win
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if (!id)
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{
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WARN("Failed to allocate buffer.\n");
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if (context_gl)
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WARN("Failed to allocate buffer.\n");
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return false;
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}
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}
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