wined3d: Allocate shader backend and fragment pipe context data in device_context_add().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
stable
Henri Verbeet 2019-05-03 15:26:03 +04:30 committed by Alexandre Julliard
parent a9dca944cb
commit ef3df93f46
2 changed files with 25 additions and 31 deletions

View File

@ -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->adapter->adapter_ops->adapter_create_context(context, target, ds_format)))
{
wined3d_release_dc(context->win_handle, context->hdc);
heap_free(context_gl);
return NULL;
}
if (!device_context_add(device, context))
{
ERR("Failed to add the newly created context to the context list\n");
goto fail;
wined3d_context_gl_destroy(context_gl);
return NULL;
}
if (!(device->adapter->adapter_ops->adapter_create_context(context, target, ds_format)))
{
device_context_remove(device, context);
goto fail;
}
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,

View File

@ -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;
}