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wined3d: Destroy primary GL context if initialization fails.
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242cdaee82
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ee349306e2
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@ -1256,10 +1256,13 @@ void wined3d_device_gl_create_primary_opengl_context_cs(void *object)
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return;
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}
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context_gl = wined3d_context_gl(context);
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if (!wined3d_allocator_init(&device_gl->allocator, ARRAY_SIZE(gl_memory_types), &wined3d_allocator_gl_ops))
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{
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WARN("Failed to initialise allocator.\n");
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context_release(context);
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wined3d_swapchain_gl_context_destroy(wined3d_swapchain_gl(swapchain), context_gl);
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return;
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}
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@ -1269,6 +1272,7 @@ void wined3d_device_gl_create_primary_opengl_context_cs(void *object)
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ERR("Failed to allocate shader private data, hr %#x.\n", hr);
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wined3d_allocator_cleanup(&device_gl->allocator);
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context_release(context);
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wined3d_swapchain_gl_context_destroy(wined3d_swapchain_gl(swapchain), context_gl);
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return;
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}
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@ -1278,11 +1282,10 @@ void wined3d_device_gl_create_primary_opengl_context_cs(void *object)
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device->shader_backend->shader_free_private(device, NULL);
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wined3d_allocator_cleanup(&device_gl->allocator);
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context_release(context);
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wined3d_swapchain_gl_context_destroy(wined3d_swapchain_gl(swapchain), context_gl);
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return;
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}
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context_gl = wined3d_context_gl(context);
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wined3d_ffp_blitter_create(&device->blitter, context_gl->gl_info);
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if (!wined3d_glsl_blitter_create(&device->blitter, device))
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wined3d_arbfp_blitter_create(&device->blitter, device);
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@ -1804,6 +1804,25 @@ static struct wined3d_context_gl *wined3d_swapchain_gl_create_context(struct win
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return context_gl;
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}
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void wined3d_swapchain_gl_context_destroy(struct wined3d_swapchain_gl *swapchain_gl, struct wined3d_context_gl *context_gl)
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{
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unsigned int i, j;
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TRACE("swapchain_gl %p, context_gl %p.\n", swapchain_gl, context_gl);
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for (i = 0; i < swapchain_gl->context_count; ++i)
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{
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if (swapchain_gl->contexts[i] == context_gl)
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{
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wined3d_context_gl_destroy(swapchain_gl->contexts[i]);
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for (j = i; j < --swapchain_gl->context_count; ++j)
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swapchain_gl->contexts[j] = swapchain_gl->contexts[j + 1];
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return;
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}
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}
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ERR("context_gl %p not found in the swapchain list.\n", context_gl);
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}
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void wined3d_swapchain_gl_destroy_contexts(struct wined3d_swapchain_gl *swapchain_gl)
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{
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unsigned int i;
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@ -5720,6 +5720,8 @@ static inline struct wined3d_swapchain_gl *wined3d_swapchain_gl(struct wined3d_s
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}
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void wined3d_swapchain_gl_cleanup(struct wined3d_swapchain_gl *swapchain_gl) DECLSPEC_HIDDEN;
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void wined3d_swapchain_gl_context_destroy(struct wined3d_swapchain_gl *swapchain_gl,
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struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
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void wined3d_swapchain_gl_destroy_contexts(struct wined3d_swapchain_gl *swapchain_gl) DECLSPEC_HIDDEN;
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struct wined3d_context_gl *wined3d_swapchain_gl_get_context(struct wined3d_swapchain_gl *swapchain_gl) DECLSPEC_HIDDEN;
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HRESULT wined3d_swapchain_gl_init(struct wined3d_swapchain_gl *swapchain_gl,
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