wined3d: Removed no longer needed wine_rb_init error handling.
Signed-off-by: Jacek Caban <jacek@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4993,14 +4993,7 @@ static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wine
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memset(priv->pshader_const_dirty, 1,
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sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
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if (wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
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{
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ERR("RB tree init failed\n");
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fragment_pipe->free_private(device);
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vertex_pipe->vp_free(device);
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HeapFree(GetProcessHeap(), 0, priv);
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return E_OUTOFMEMORY;
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}
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wine_rb_init(&priv->signature_tree, &sig_tree_functions);
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priv->vertex_pipe = vertex_pipe;
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priv->fragment_pipe = fragment_pipe;
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@ -5884,13 +5877,7 @@ static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend
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else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
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return NULL;
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if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
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{
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ERR("Failed to initialize rbtree.\n");
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if (priv != shader_priv)
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HeapFree(GetProcessHeap(), 0, priv);
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return NULL;
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}
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wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions);
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priv->use_arbfp_fixed_func = TRUE;
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return priv;
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@ -7080,12 +7067,7 @@ static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
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if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
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return E_OUTOFMEMORY;
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if (wine_rb_init(&priv->shaders, &wined3d_arbfp_blit_rb_functions) == -1)
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{
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ERR("Failed to initialize rbtree.\n");
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HeapFree(GetProcessHeap(), 0, priv);
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return E_OUTOFMEMORY;
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}
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wine_rb_init(&priv->shaders, &wined3d_arbfp_blit_rb_functions);
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device->blit_priv = priv;
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@ -1323,13 +1323,7 @@ static void *atifs_alloc(const struct wined3d_shader_backend_ops *shader_backend
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if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
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return NULL;
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if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
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{
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ERR("Failed to initialize rbtree.\n");
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HeapFree(GetProcessHeap(), 0, priv);
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return NULL;
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}
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wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions);
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return priv;
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}
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@ -5089,11 +5089,7 @@ HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
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fragment_pipeline = adapter->fragment_pipe;
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if (wine_rb_init(&device->samplers, &wined3d_sampler_rb_functions) == -1)
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{
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ERR("Failed to initialize sampler rbtree.\n");
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return E_OUTOFMEMORY;
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}
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wine_rb_init(&device->samplers, &wined3d_sampler_rb_functions);
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if (vertex_pipeline->vp_states && fragment_pipeline->states
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&& FAILED(hr = compile_state_table(device->StateTable, device->multistate_funcs,
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@ -8483,11 +8483,7 @@ static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct win
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goto fail;
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}
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if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
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{
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ERR("Failed to initialize rbtree.\n");
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goto fail;
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}
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wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions);
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priv->next_constant_version = 1;
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priv->vertex_pipe = vertex_pipe;
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@ -8921,13 +8917,7 @@ static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops *
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if (shader_backend == &glsl_shader_backend)
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{
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priv = shader_priv;
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if (wine_rb_init(&priv->ffp_vertex_shaders, &wined3d_ffp_vertex_program_rb_functions) == -1)
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{
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ERR("Failed to initialize rbtree.\n");
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return NULL;
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}
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wine_rb_init(&priv->ffp_vertex_shaders, &wined3d_ffp_vertex_program_rb_functions);
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return priv;
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}
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@ -9447,13 +9437,7 @@ static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops *s
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if (shader_backend == &glsl_shader_backend)
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{
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priv = shader_priv;
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if (wine_rb_init(&priv->ffp_fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
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{
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ERR("Failed to initialize rbtree.\n");
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return NULL;
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}
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wine_rb_init(&priv->ffp_fragment_shaders, &wined3d_ffp_frag_program_rb_functions);
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return priv;
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}
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