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wine
wine-winehq
Commits
f9a1e881
Commit
f9a1e881
authored
Jan 04, 2011
by
Henri Verbeet
Committed by
Alexandre Julliard
Jan 05, 2011
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Plain Diff
wined3d: Pass an IWineD3DDeviceImpl pointer to create_primary_opengl_context().
parent
7e0909d0
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1 changed file
with
12 additions
and
13 deletions
+12
-13
device.c
dlls/wined3d/device.c
+12
-13
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dlls/wined3d/device.c
View file @
f9a1e881
...
...
@@ -6219,9 +6219,8 @@ static void delete_opengl_contexts(IWineD3DDeviceImpl *device, IWineD3DSwapChain
}
/* Do not call while under the GL lock. */
static
HRESULT
create_primary_opengl_context
(
IWineD3DDevice
*
ifa
ce
,
IWineD3DSwapChainImpl
*
swapchain
)
static
HRESULT
create_primary_opengl_context
(
IWineD3DDevice
Impl
*
devi
ce
,
IWineD3DSwapChainImpl
*
swapchain
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
struct
wined3d_context
*
context
;
HRESULT
hr
;
IWineD3DSurfaceImpl
*
target
;
...
...
@@ -6244,40 +6243,40 @@ static HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwap
swapchain
->
context
[
0
]
=
context
;
swapchain
->
num_contexts
=
1
;
create_dummy_textures
(
This
);
create_dummy_textures
(
device
);
context_release
(
context
);
hr
=
This
->
shader_backend
->
shader_alloc_private
(
This
);
hr
=
device
->
shader_backend
->
shader_alloc_private
(
device
);
if
(
FAILED
(
hr
))
{
ERR
(
"Failed to allocate shader private data, hr %#x.
\n
"
,
hr
);
goto
err
;
}
hr
=
This
->
frag_pipe
->
alloc_private
(
This
);
hr
=
device
->
frag_pipe
->
alloc_private
(
device
);
if
(
FAILED
(
hr
))
{
ERR
(
"Failed to allocate fragment pipe private data, hr %#x.
\n
"
,
hr
);
This
->
shader_backend
->
shader_free_private
(
This
);
device
->
shader_backend
->
shader_free_private
(
device
);
goto
err
;
}
hr
=
This
->
blitter
->
alloc_private
(
This
);
hr
=
device
->
blitter
->
alloc_private
(
device
);
if
(
FAILED
(
hr
))
{
ERR
(
"Failed to allocate blitter private data, hr %#x.
\n
"
,
hr
);
This
->
frag_pipe
->
free_private
(
This
);
This
->
shader_backend
->
shader_free_private
(
This
);
device
->
frag_pipe
->
free_private
(
device
);
device
->
shader_backend
->
shader_free_private
(
device
);
goto
err
;
}
return
WINED3D_OK
;
err:
context_acquire
(
This
,
NULL
);
destroy_dummy_textures
(
This
,
context
->
gl_info
);
context_acquire
(
device
,
NULL
);
destroy_dummy_textures
(
device
,
context
->
gl_info
);
context_release
(
context
);
context_destroy
(
This
,
context
);
context_destroy
(
device
,
context
);
HeapFree
(
GetProcessHeap
(),
0
,
swapchain
->
context
);
swapchain
->
num_contexts
=
0
;
return
hr
;
...
...
@@ -6537,7 +6536,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice *iface,
}
}
hr
=
create_primary_opengl_context
(
iface
,
swapchain
);
hr
=
create_primary_opengl_context
(
This
,
swapchain
);
IWineD3DSwapChain_Release
((
IWineD3DSwapChain
*
)
swapchain
);
/* All done. There is no need to reload resources or shaders, this will happen automatically on the
...
...
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