Henri Verbeet : wined3d: Add some error handling to create_primary_opengl_context().
Alexandre Julliard
julliard at winehq.org
Fri Dec 18 10:49:06 CST 2009
Module: wine
Branch: master
Commit: 23f05028f8d5709c6d19e0598dc911a18f1f5f2d
URL: http://source.winehq.org/git/wine.git/?a=commit;h=23f05028f8d5709c6d19e0598dc911a18f1f5f2d
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Thu Dec 17 19:14:35 2009 +0100
wined3d: Add some error handling to create_primary_opengl_context().
---
dlls/wined3d/device.c | 62 ++++++++++++++++++++++++++++++++----------------
1 files changed, 41 insertions(+), 21 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 3dfc4e9..bb9e097 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -6293,45 +6293,65 @@ void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_
HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) swapchain_iface;
+ struct wined3d_context *context;
HRESULT hr;
IWineD3DSurfaceImpl *target;
/* Recreate the primary swapchain's context */
swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
- if(swapchain->backBuffer) {
- target = (IWineD3DSurfaceImpl *) swapchain->backBuffer[0];
- } else {
- target = (IWineD3DSurfaceImpl *) swapchain->frontBuffer;
+ if (!swapchain->context)
+ {
+ ERR("Failed to allocate memory for swapchain context array.\n");
+ return E_OUTOFMEMORY;
}
- swapchain->context[0] = context_create(This, target, swapchain->win_handle, FALSE, &swapchain->presentParms);
- swapchain->num_contexts = 1;
- create_dummy_textures(This);
+ target = (IWineD3DSurfaceImpl *)(swapchain->backBuffer ? swapchain->backBuffer[0] : swapchain->frontBuffer);
+ context = context_create(This, target, swapchain->win_handle, FALSE, &swapchain->presentParms);
+ if (!context)
+ {
+ WARN("Failed to create context.\n");
+ HeapFree(GetProcessHeap(), 0, swapchain->context);
+ return E_FAIL;
+ }
- context_release(swapchain->context[0]);
+ swapchain->context[0] = context;
+ swapchain->num_contexts = 1;
+ create_dummy_textures(This);
+ context_release(context);
hr = This->shader_backend->shader_alloc_private(iface);
- if(FAILED(hr)) {
- ERR("Failed to recreate shader private data\n");
- goto err_out;
+ if (FAILED(hr))
+ {
+ ERR("Failed to allocate shader private data, hr %#x.\n", hr);
+ goto err;
}
+
hr = This->frag_pipe->alloc_private(iface);
- if(FAILED(hr)) {
- TRACE("Fragment pipeline private data couldn't be allocated\n");
- goto err_out;
+ if (FAILED(hr))
+ {
+ ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
+ This->shader_backend->shader_free_private(iface);
+ goto err;
}
+
hr = This->blitter->alloc_private(iface);
- if(FAILED(hr)) {
- TRACE("Blitter private data couldn't be allocated\n");
- goto err_out;
+ if (FAILED(hr))
+ {
+ ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
+ This->frag_pipe->free_private(iface);
+ This->shader_backend->shader_free_private(iface);
+ goto err;
}
return WINED3D_OK;
-err_out:
- This->blitter->free_private(iface);
- This->frag_pipe->free_private(iface);
- This->shader_backend->shader_free_private(iface);
+err:
+ context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
+ destroy_dummy_textures(This, context->gl_info);
+ context_release(context);
+ context_destroy(This, context);
+ HeapFree(GetProcessHeap(), 0, swapchain->context);
+ swapchain->num_contexts = 0;
return hr;
}
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