Henri Verbeet : wined3d: Handle context acquisition failure in wined3d_device_create_primary_opengl_context_cs ().

Alexandre Julliard julliard at winehq.org
Sat Jul 6 16:01:25 CDT 2019


Module: wine
Branch: master
Commit: 40a83b2ff3bca9ef58d03400a3c8e4aac94a0dc7
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=40a83b2ff3bca9ef58d03400a3c8e4aac94a0dc7

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Sat Jul  6 19:26:49 2019 +0430

wined3d: Handle context acquisition failure in wined3d_device_create_primary_opengl_context_cs().

Now that we no longer always call context_acquire() from
swapchain_init(), context acquisition can fail here instead.
This fixes a regression introduced by commit
64d41b3dec0635c56268be64d407ed9bfd8c0695.

Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=47468
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/wined3d/device.c | 13 ++++++++++---
 1 file changed, 10 insertions(+), 3 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index d35a064..2c76851 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1108,10 +1108,19 @@ void wined3d_device_create_primary_opengl_context_cs(void *object)
     struct wined3d_texture *target;
     HRESULT hr;
 
+    swapchain = device->swapchains[0];
+    target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
+    if (!(context = context_acquire(device, target, 0)))
+    {
+        WARN("Failed to acquire context.\n");
+        return;
+    }
+
     if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
             device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
     {
         ERR("Failed to allocate shader private data, hr %#x.\n", hr);
+        context_release(context);
         return;
     }
 
@@ -1119,6 +1128,7 @@ void wined3d_device_create_primary_opengl_context_cs(void *object)
     {
         ERR("Failed to create CPU blitter.\n");
         device->shader_backend->shader_free_private(device, NULL);
+        context_release(context);
         return;
     }
     wined3d_ffp_blitter_create(&device->blitter, &device->adapter->gl_info);
@@ -1127,9 +1137,6 @@ void wined3d_device_create_primary_opengl_context_cs(void *object)
     wined3d_fbo_blitter_create(&device->blitter, &device->adapter->gl_info);
     wined3d_raw_blitter_create(&device->blitter, &device->adapter->gl_info);
 
-    swapchain = device->swapchains[0];
-    target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
-    context = context_acquire(device, target, 0);
     context_gl = wined3d_context_gl(context);
     wined3d_device_gl_create_dummy_textures(wined3d_device_gl(device), context_gl);
     create_default_samplers(device, context);




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