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
More information about the wine-patches
mailing list