wined3d: Use context_acquire() in create_primary_opengl_context().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -998,27 +998,8 @@ static HRESULT create_primary_opengl_context(struct wined3d_device *device, stru
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return hr;
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}
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/* Recreate the primary swapchain's context. */
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if (!(swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context))))
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{
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ERR("Failed to allocate memory for swapchain context array.\n");
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device->blitter->free_private(device);
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device->shader_backend->shader_free_private(device);
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return E_OUTOFMEMORY;
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}
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target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
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if (!(context = context_create(swapchain, target, swapchain->ds_format)))
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{
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WARN("Failed to create context.\n");
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HeapFree(GetProcessHeap(), 0, swapchain->context);
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device->blitter->free_private(device);
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device->shader_backend->shader_free_private(device);
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return E_FAIL;
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}
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swapchain->context[0] = context;
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swapchain->num_contexts = 1;
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context = context_acquire(device, target, 0);
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create_dummy_textures(device, context);
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create_default_samplers(device, context);
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context_release(context);
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