[PATCH 5/5] wined3d: Use context_acquire() in create_primary_opengl_context().
Henri Verbeet
hverbeet at codeweavers.com
Wed Feb 15 07:17:16 CST 2017
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/device.c | 21 +--------------------
1 file changed, 1 insertion(+), 20 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 487c870..37cb819 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -998,27 +998,8 @@ static HRESULT create_primary_opengl_context(struct wined3d_device *device, stru
return hr;
}
- /* Recreate the primary swapchain's context. */
- if (!(swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context))))
- {
- ERR("Failed to allocate memory for swapchain context array.\n");
- device->blitter->free_private(device);
- device->shader_backend->shader_free_private(device);
- return E_OUTOFMEMORY;
- }
-
target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
- if (!(context = context_create(swapchain, target, swapchain->ds_format)))
- {
- WARN("Failed to create context.\n");
- HeapFree(GetProcessHeap(), 0, swapchain->context);
- device->blitter->free_private(device);
- device->shader_backend->shader_free_private(device);
- return E_FAIL;
- }
-
- swapchain->context[0] = context;
- swapchain->num_contexts = 1;
+ context = context_acquire(device, target, 0);
create_dummy_textures(device, context);
create_default_samplers(device, context);
context_release(context);
--
2.1.4
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