wined3d: Use create_primary_opengl_context() in wined3d_device_init_3d().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2017-02-16 00:58:52 +01:00 committed by Alexandre Julliard
parent e1006611cd
commit 325d415ea4
1 changed files with 4 additions and 25 deletions

View File

@ -1013,7 +1013,6 @@ HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct wined3d_swapchain *swapchain = NULL;
struct wined3d_context *context;
DWORD clear_flags = 0;
HRESULT hr;
@ -1027,18 +1026,6 @@ HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
if (!(device->fb.render_targets = wined3d_calloc(gl_info->limits.buffers, sizeof(*device->fb.render_targets))))
return E_OUTOFMEMORY;
if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
{
TRACE("Shader private data couldn't be allocated\n");
goto err_out;
}
if (FAILED(hr = device->blitter->alloc_private(device)))
{
TRACE("Blitter private data couldn't be allocated\n");
goto err_out;
}
/* Setup the implicit swapchain. This also initializes a context. */
TRACE("Creating implicit swapchain\n");
hr = device->device_parent->ops->create_swapchain(device->device_parent,
@ -1075,19 +1062,15 @@ HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
goto err_out;
}
device->swapchains[0] = swapchain;
if (FAILED(hr = create_primary_opengl_context(device, swapchain)))
goto err_out;
device_init_swapchain_state(device, swapchain);
context = context_acquire(device, NULL, 0);
create_dummy_textures(device, context);
create_default_samplers(device, context);
device->contexts[0]->last_was_rhw = 0;
TRACE("All defaults now set up, leaving 3D init.\n");
context_release(context);
/* Clear the screen */
if (swapchain->back_buffers && swapchain->back_buffers[0])
clear_flags |= WINED3DCLEAR_TARGET;
@ -1103,17 +1086,13 @@ HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
return WINED3D_OK;
err_out:
HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
HeapFree(GetProcessHeap(), 0, device->swapchains);
device->swapchain_count = 0;
if (device->back_buffer_view)
wined3d_rendertarget_view_decref(device->back_buffer_view);
if (swapchain)
wined3d_swapchain_decref(swapchain);
if (device->blit_priv)
device->blitter->free_private(device);
if (device->shader_priv)
device->shader_backend->shader_free_private(device);
HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
return hr;
}