wined3d: Move the checkGLcall() right after the corresponding GL call.

Michael Stefaniuc mstefani at redhat.de
Fri Nov 5 05:17:42 CDT 2010


---
 dlls/wined3d/device.c |    2 +-
 1 files changed, 1 insertions(+), 1 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 6e78f04..3221ea8 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -5868,8 +5868,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice *ifa
                 checkGLcall("glBindTexture");
                 /* Copy the bitmap memory into the cursor texture */
                 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
-                HeapFree(GetProcessHeap(), 0, mem);
                 checkGLcall("glTexImage2D");
+                HeapFree(GetProcessHeap(), 0, mem);
 
                 if (gl_info->supported[APPLE_CLIENT_STORAGE])
                 {
-- 
1.7.3.2



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