wined3d: Only create a swapchain context array for GL swapchains.
Lying about the number of contexts a swapchain has isn't very useful.
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@ -1043,15 +1043,6 @@ HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface
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displaymode_set = TRUE;
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}
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swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
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if (!swapchain->context)
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{
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ERR("Failed to create the context array.\n");
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hr = E_OUTOFMEMORY;
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goto err;
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}
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swapchain->num_contexts = 1;
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if (surface_type == SURFACE_OPENGL)
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{
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static const enum wined3d_format_id formats[] =
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@ -1065,6 +1056,15 @@ HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
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if (!swapchain->context)
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{
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ERR("Failed to create the context array.\n");
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hr = E_OUTOFMEMORY;
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goto err;
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}
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swapchain->num_contexts = 1;
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/* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
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* You are able to add a depth + stencil surface at a later stage when you need it.
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* In order to support this properly in WineD3D we need the ability to recreate the opengl context and
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@ -1099,10 +1099,6 @@ HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface
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}
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context_release(swapchain->context[0]);
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}
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else
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{
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swapchain->context[0] = NULL;
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}
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if (swapchain->presentParms.BackBufferCount > 0)
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{
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