wined3d: Initialization functions don't allocate.
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a9e43cad15
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2533860114
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@ -798,15 +798,21 @@ static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const st
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if(!This->query)
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{
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HRESULT hr;
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TRACE("Creating event query for buffer %p\n", This);
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hr = wined3d_event_query_init(gl_info, &This->query);
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if(FAILED(hr))
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if (!wined3d_event_query_supported(gl_info))
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{
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ERR("Failed to create an event query, dropping async buffer locks\n");
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FIXME("Event queries not supported, dropping async buffer locks.\n");
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goto drop_query;
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}
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This->query = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->query));
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if (!This->query)
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{
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ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
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goto drop_query;
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}
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/* Since we don't know about old draws a glFinish is needed once */
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wglFinish();
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return;
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@ -27,22 +27,9 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION (*gl_info)
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HRESULT wined3d_event_query_init(const struct wined3d_gl_info *gl_info, struct wined3d_event_query **query)
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BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info)
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{
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struct wined3d_event_query *ret;
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*query = NULL;
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if (!gl_info->supported[ARB_SYNC] && !gl_info->supported[NV_FENCE]
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&& !gl_info->supported[APPLE_FENCE]) return E_NOTIMPL;
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ret = HeapAlloc(GetProcessHeap(), 0, sizeof(*ret));
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if (!ret)
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{
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ERR("Failed to allocate a wined3d event query structure.\n");
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return E_OUTOFMEMORY;
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}
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ret->context = NULL;
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*query = ret;
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return WINED3D_OK;
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return gl_info->supported[ARB_SYNC] || gl_info->supported[NV_FENCE] || gl_info->supported[APPLE_FENCE];
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}
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void wined3d_event_query_destroy(struct wined3d_event_query *query)
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@ -593,7 +580,6 @@ HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
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WINED3DQUERYTYPE type, IUnknown *parent)
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{
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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HRESULT hr;
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switch (type)
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{
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@ -616,9 +602,7 @@ HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
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case WINED3DQUERYTYPE_EVENT:
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TRACE("Event query.\n");
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query->lpVtbl = &IWineD3DEventQuery_Vtbl;
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hr = wined3d_event_query_init(gl_info, (struct wined3d_event_query **) &query->extendedData);
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if (hr == E_NOTIMPL)
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if (!wined3d_event_query_supported(gl_info))
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{
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/* Half-Life 2 needs this query. It does not render the main
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* menu correctly otherwise. Pretend to support it, faking
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@ -626,9 +610,12 @@ HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
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* lowering performance. */
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FIXME("Event query: Unimplemented, but pretending to be supported.\n");
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}
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else if(FAILED(hr))
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query->lpVtbl = &IWineD3DEventQuery_Vtbl;
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query->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct wined3d_event_query));
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if (!query->extendedData)
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{
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return hr;
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ERR("Failed to allocate event query memory.\n");
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return E_OUTOFMEMORY;
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}
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break;
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@ -1033,11 +1033,11 @@ enum wined3d_event_query_result
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WINED3D_EVENT_QUERY_ERROR
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};
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HRESULT wined3d_event_query_init(const struct wined3d_gl_info *gl_info, struct wined3d_event_query **query) DECLSPEC_HIDDEN;
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void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
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enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
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enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
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void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
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HRESULT wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
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struct wined3d_context
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{
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