wined3d: Pass an IWineD3DDeviceImpl pointer to create_primary_opengl_context().
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7e0909d058
commit
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@ -6219,9 +6219,8 @@ static void delete_opengl_contexts(IWineD3DDeviceImpl *device, IWineD3DSwapChain
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}
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}
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/* Do not call while under the GL lock. */
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/* Do not call while under the GL lock. */
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static HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChainImpl *swapchain)
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static HRESULT create_primary_opengl_context(IWineD3DDeviceImpl *device, IWineD3DSwapChainImpl *swapchain)
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{
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
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struct wined3d_context *context;
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struct wined3d_context *context;
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HRESULT hr;
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HRESULT hr;
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IWineD3DSurfaceImpl *target;
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IWineD3DSurfaceImpl *target;
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@ -6244,40 +6243,40 @@ static HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwap
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swapchain->context[0] = context;
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swapchain->context[0] = context;
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swapchain->num_contexts = 1;
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swapchain->num_contexts = 1;
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create_dummy_textures(This);
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create_dummy_textures(device);
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context_release(context);
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context_release(context);
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hr = This->shader_backend->shader_alloc_private(This);
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hr = device->shader_backend->shader_alloc_private(device);
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if (FAILED(hr))
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if (FAILED(hr))
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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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goto err;
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goto err;
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}
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}
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hr = This->frag_pipe->alloc_private(This);
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hr = device->frag_pipe->alloc_private(device);
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if (FAILED(hr))
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if (FAILED(hr))
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{
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{
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ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
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ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
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This->shader_backend->shader_free_private(This);
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device->shader_backend->shader_free_private(device);
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goto err;
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goto err;
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}
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}
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hr = This->blitter->alloc_private(This);
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hr = device->blitter->alloc_private(device);
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if (FAILED(hr))
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if (FAILED(hr))
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{
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{
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ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
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ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
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This->frag_pipe->free_private(This);
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device->frag_pipe->free_private(device);
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This->shader_backend->shader_free_private(This);
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device->shader_backend->shader_free_private(device);
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goto err;
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goto err;
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}
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}
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return WINED3D_OK;
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return WINED3D_OK;
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err:
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err:
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context_acquire(This, NULL);
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context_acquire(device, NULL);
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destroy_dummy_textures(This, context->gl_info);
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destroy_dummy_textures(device, context->gl_info);
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context_release(context);
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context_release(context);
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context_destroy(This, context);
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context_destroy(device, context);
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HeapFree(GetProcessHeap(), 0, swapchain->context);
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HeapFree(GetProcessHeap(), 0, swapchain->context);
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swapchain->num_contexts = 0;
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swapchain->num_contexts = 0;
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return hr;
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return hr;
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@ -6537,7 +6536,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice *iface,
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}
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}
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}
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}
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hr = create_primary_opengl_context(iface, swapchain);
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hr = create_primary_opengl_context(This, swapchain);
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IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
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IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
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/* All done. There is no need to reload resources or shaders, this will happen automatically on the
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/* All done. There is no need to reload resources or shaders, this will happen automatically on the
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