wined3d: Only create a swapchain context array for GL swapchains.

Lying about the number of contexts a swapchain has isn't very useful.
This commit is contained in:
Henri Verbeet 2011-04-08 14:30:59 +02:00 committed by Alexandre Julliard
parent 593d3f4492
commit 28137ba2e9
1 changed files with 9 additions and 13 deletions

View File

@ -1043,15 +1043,6 @@ HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface
displaymode_set = TRUE; displaymode_set = TRUE;
} }
swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
if (!swapchain->context)
{
ERR("Failed to create the context array.\n");
hr = E_OUTOFMEMORY;
goto err;
}
swapchain->num_contexts = 1;
if (surface_type == SURFACE_OPENGL) if (surface_type == SURFACE_OPENGL)
{ {
static const enum wined3d_format_id formats[] = static const enum wined3d_format_id formats[] =
@ -1065,6 +1056,15 @@ HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
if (!swapchain->context)
{
ERR("Failed to create the context array.\n");
hr = E_OUTOFMEMORY;
goto err;
}
swapchain->num_contexts = 1;
/* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate. /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
* You are able to add a depth + stencil surface at a later stage when you need it. * You are able to add a depth + stencil surface at a later stage when you need it.
* In order to support this properly in WineD3D we need the ability to recreate the opengl context and * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
@ -1099,10 +1099,6 @@ HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface
} }
context_release(swapchain->context[0]); context_release(swapchain->context[0]);
} }
else
{
swapchain->context[0] = NULL;
}
if (swapchain->presentParms.BackBufferCount > 0) if (swapchain->presentParms.BackBufferCount > 0)
{ {