[PATCH 6/6] wined3d: Allocate shader backend and fragment pipe context data in device_context_add().
Henri Verbeet
hverbeet at codeweavers.com
Fri May 3 05:56:03 CDT 2019
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/context.c | 39 ++++++++-------------------------------
dlls/wined3d/device.c | 17 +++++++++++++++++
2 files changed, 25 insertions(+), 31 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 4a73cbbda13..7e7ab09b76c 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1925,19 +1925,6 @@ static BOOL wined3d_context_init(struct wined3d_context *context, struct wined3d
list_init(&context->fbo_list);
list_init(&context->fbo_destroy_list);
- if (!device->shader_backend->shader_allocate_context_data(context))
- {
- ERR("Failed to allocate shader backend context data.\n");
- return FALSE;
- }
-
- if (!device->adapter->fragment_pipe->allocate_context_data(context))
- {
- ERR("Failed to allocate fragment pipeline context data.\n");
- device->shader_backend->shader_free_context_data(context);
- return FALSE;
- }
-
if (!(context->hdc = GetDCEx(swapchain->win_handle, 0, DCX_USESTYLE | DCX_CACHE)))
{
WARN("Failed to retrieve device context, trying swapchain backup.\n");
@@ -1945,8 +1932,6 @@ static BOOL wined3d_context_init(struct wined3d_context *context, struct wined3d
if (!(context->hdc = swapchain_get_backup_dc(swapchain)))
{
ERR("Failed to retrieve a device context.\n");
- device->shader_backend->shader_free_context_data(context);
- device->adapter->fragment_pipe->free_context_data(context);
return FALSE;
}
context->hdc_is_private = TRUE;
@@ -2001,31 +1986,23 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
heap_free(context_gl);
return NULL;
}
-
- if (!device_context_add(device, context))
+ if (!(device->adapter->adapter_ops->adapter_create_context(context, target, ds_format)))
{
- ERR("Failed to add the newly created context to the context list\n");
- goto fail;
+ wined3d_release_dc(context->win_handle, context->hdc);
+ heap_free(context_gl);
+ return NULL;
}
- if (!(device->adapter->adapter_ops->adapter_create_context(context, target, ds_format)))
+ if (!device_context_add(device, context))
{
- device_context_remove(device, context);
- goto fail;
+ ERR("Failed to add the newly created context to the context list\n");
+ wined3d_context_gl_destroy(context_gl);
+ return NULL;
}
- device->shader_backend->shader_init_context_state(context);
-
TRACE("Created context %p.\n", context);
return context;
-
-fail:
- wined3d_release_dc(context->win_handle, context->hdc);
- device->shader_backend->shader_free_context_data(context);
- device->adapter->fragment_pipe->free_context_data(context);
- heap_free(context_gl);
- return NULL;
}
BOOL wined3d_adapter_gl_create_context(struct wined3d_context *context,
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index df491e1641e..a27251c86e3 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -149,14 +149,31 @@ BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *c
TRACE("Adding context %p.\n", context);
+ if (!device->shader_backend->shader_allocate_context_data(context))
+ {
+ ERR("Failed to allocate shader backend context data.\n");
+ return FALSE;
+ }
+ device->shader_backend->shader_init_context_state(context);
+
+ if (!device->adapter->fragment_pipe->allocate_context_data(context))
+ {
+ ERR("Failed to allocate fragment pipeline context data.\n");
+ device->shader_backend->shader_free_context_data(context);
+ return FALSE;
+ }
+
if (!(new_array = heap_realloc(device->contexts, sizeof(*new_array) * (device->context_count + 1))))
{
ERR("Failed to grow the context array.\n");
+ device->adapter->fragment_pipe->free_context_data(context);
+ device->shader_backend->shader_free_context_data(context);
return FALSE;
}
new_array[device->context_count++] = context;
device->contexts = new_array;
+
return TRUE;
}
--
2.11.0
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