wined3d: Handle context acquisition failure in wined3d_device_create_primary_opengl_context_cs().
Now that we no longer always call context_acquire() from
swapchain_init(), context acquisition can fail here instead.
This fixes a regression introduced by commit
64d41b3dec
.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=47468
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
4a902de213
commit
40a83b2ff3
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@ -1108,10 +1108,19 @@ void wined3d_device_create_primary_opengl_context_cs(void *object)
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struct wined3d_texture *target;
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struct wined3d_texture *target;
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HRESULT hr;
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HRESULT hr;
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swapchain = device->swapchains[0];
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target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
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if (!(context = context_acquire(device, target, 0)))
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{
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WARN("Failed to acquire context.\n");
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return;
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}
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if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
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if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
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device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
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device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
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{
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{
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ERR("Failed to allocate shader private data, hr %#x.\n", hr);
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ERR("Failed to allocate shader private data, hr %#x.\n", hr);
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context_release(context);
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return;
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return;
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}
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}
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@ -1119,6 +1128,7 @@ void wined3d_device_create_primary_opengl_context_cs(void *object)
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{
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{
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ERR("Failed to create CPU blitter.\n");
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ERR("Failed to create CPU blitter.\n");
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device->shader_backend->shader_free_private(device, NULL);
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device->shader_backend->shader_free_private(device, NULL);
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context_release(context);
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return;
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return;
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}
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}
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wined3d_ffp_blitter_create(&device->blitter, &device->adapter->gl_info);
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wined3d_ffp_blitter_create(&device->blitter, &device->adapter->gl_info);
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@ -1127,9 +1137,6 @@ void wined3d_device_create_primary_opengl_context_cs(void *object)
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wined3d_fbo_blitter_create(&device->blitter, &device->adapter->gl_info);
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wined3d_fbo_blitter_create(&device->blitter, &device->adapter->gl_info);
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wined3d_raw_blitter_create(&device->blitter, &device->adapter->gl_info);
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wined3d_raw_blitter_create(&device->blitter, &device->adapter->gl_info);
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swapchain = device->swapchains[0];
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target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
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context = context_acquire(device, target, 0);
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context_gl = wined3d_context_gl(context);
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context_gl = wined3d_context_gl(context);
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wined3d_device_gl_create_dummy_textures(wined3d_device_gl(device), context_gl);
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wined3d_device_gl_create_dummy_textures(wined3d_device_gl(device), context_gl);
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create_default_samplers(device, context);
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create_default_samplers(device, context);
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