[PATCH 2/5] wined3d: Only recreate GL contexts when we're using GL for rendering in wined3d_device_reset().
Henri Verbeet
hverbeet at codeweavers.com
Sun Dec 4 08:50:13 CST 2011
---
dlls/wined3d/device.c | 6 ++++--
1 files changed, 4 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index e96e3c4..515ff06 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -5604,7 +5604,8 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
}
}
- delete_opengl_contexts(device, swapchain);
+ if (device->d3d_initialized)
+ delete_opengl_contexts(device, swapchain);
if (!swapchain_desc->windowed != !swapchain->desc.windowed
|| DisplayModeChanged)
@@ -5678,7 +5679,8 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
swapchain_update_render_to_fbo(swapchain);
swapchain_update_draw_bindings(swapchain);
- hr = create_primary_opengl_context(device, swapchain);
+ if (device->d3d_initialized)
+ hr = create_primary_opengl_context(device, swapchain);
wined3d_swapchain_decref(swapchain);
/* All done. There is no need to reload resources or shaders, this will happen automatically on the
--
1.7.3.4
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