wined3d: Don't partially initialize contexts in AddContextToArray().

Just add a context to the device's context array.
This commit is contained in:
Henri Verbeet 2010-03-14 21:53:24 +01:00 committed by Alexandre Julliard
parent 8a107bc63a
commit 6ed7906852
1 changed files with 44 additions and 47 deletions

View File

@ -929,51 +929,24 @@ static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state,
* new render target or swapchain is created. Thus performance is not an issue
* here.
*
* Params:
* This: Device to add the context for
* hdc: device context
* glCtx: WGL context to add
*
*****************************************************************************/
static struct wined3d_context *AddContextToArray(IWineD3DDeviceImpl *This,
HWND win_handle, HDC hdc, HGLRC glCtx)
static BOOL AddContextToArray(IWineD3DDeviceImpl *This, struct wined3d_context *context)
{
struct wined3d_context **oldArray = This->contexts;
DWORD state;
This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
if(This->contexts == NULL) {
ERR("Unable to grow the context array\n");
This->contexts = oldArray;
return NULL;
return FALSE;
}
if(oldArray) {
memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
}
This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(**This->contexts));
if(This->contexts[This->numContexts] == NULL) {
ERR("Unable to allocate a new context\n");
HeapFree(GetProcessHeap(), 0, This->contexts);
This->contexts = oldArray;
return NULL;
}
This->contexts[This->numContexts]->hdc = hdc;
This->contexts[This->numContexts]->glCtx = glCtx;
This->contexts[This->numContexts]->win_handle = win_handle;
HeapFree(GetProcessHeap(), 0, oldArray);
This->contexts[This->numContexts++] = context;
/* Mark all states dirty to force a proper initialization of the states on the first use of the context
*/
for(state = 0; state <= STATE_HIGHEST; state++) {
if (This->StateTable[state].representative)
Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
}
This->numContexts++;
TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
return This->contexts[This->numContexts - 1];
return TRUE;
}
/* This function takes care of WineD3D pixel format selection. */
@ -1168,12 +1141,13 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
const struct GlPixelFormatDesc *color_format_desc;
const struct GlPixelFormatDesc *ds_format_desc;
struct wined3d_context *ret = NULL;
struct wined3d_context *ret;
PIXELFORMATDESCRIPTOR pfd;
BOOL auxBuffers = FALSE;
int numSamples = 0;
int pixel_format;
unsigned int s;
DWORD state;
HGLRC ctx;
HDC hdc;
int res;
@ -1181,6 +1155,13 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
TRACE("device %p, target %p, window %p, present parameters %p.\n",
This, target, win_handle, pPresentParms);
ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
if (!ret)
{
ERR("Failed to allocate context memory.\n");
return NULL;
}
if (!(hdc = GetDC(win_handle)))
{
ERR("Failed to retrieve a device context.\n");
@ -1249,7 +1230,7 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
if (!pixel_format)
{
ERR("Can't find a suitable pixel format.\n");
return NULL;
goto out;
}
DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
@ -1274,7 +1255,7 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
if (!res)
{
ERR("wglSetPixelFormatWINE failed on HDC %p for pixel_format %d.\n", hdc, pixel_format);
return NULL;
goto out;
}
}
else if (oldPixelFormat)
@ -1288,7 +1269,7 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
else
{
ERR("SetPixelFormat failed on HDC %p for pixel format %d.\n", hdc, pixel_format);
return NULL;
goto out;
}
}
@ -1307,8 +1288,9 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
ERR("Failed to create a WGL context\n");
goto out;
}
ret = AddContextToArray(This, win_handle, hdc, ctx);
if(!ret) {
if (!AddContextToArray(This, ret))
{
ERR("Failed to add the newly created context to the context list\n");
if (!pwglDeleteContext(ctx))
{
@ -1317,13 +1299,29 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
}
goto out;
}
ret->valid = 1;
ret->gl_info = &This->adapter->gl_info;
/* Mark all states dirty to force a proper initialization of the states
* on the first use of the context. */
for (state = 0; state <= STATE_HIGHEST; ++state)
{
if (This->StateTable[state].representative)
Context_MarkStateDirty(ret, state, This->StateTable);
}
ret->surface = (IWineD3DSurface *) target;
ret->current_rt = (IWineD3DSurface *)target;
ret->tid = GetCurrentThreadId();
ret->render_offscreen = surface_is_offscreen((IWineD3DSurface *) target);
ret->draw_buffer_dirty = TRUE;
ret->tid = GetCurrentThreadId();
ret->valid = 1;
ret->glCtx = ctx;
ret->win_handle = win_handle;
ret->hdc = hdc;
if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
/* Create the dirty constants array and initialize them to dirty */
ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
@ -1462,17 +1460,16 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
TRACE("Created context %p.\n", ret);
return ret;
out:
if (ret)
{
HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
HeapFree(GetProcessHeap(), 0, ret);
}
return NULL;
}