wined3d: Add some error handling to create_primary_opengl_context().

This commit is contained in:
Henri Verbeet 2009-12-17 19:14:35 +01:00 committed by Alexandre Julliard
parent 4c66141c99
commit 23f05028f8

View File

@ -6293,45 +6293,65 @@ void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_
HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) swapchain_iface;
struct wined3d_context *context;
HRESULT hr;
IWineD3DSurfaceImpl *target;
/* Recreate the primary swapchain's context */
swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
if(swapchain->backBuffer) {
target = (IWineD3DSurfaceImpl *) swapchain->backBuffer[0];
} else {
target = (IWineD3DSurfaceImpl *) swapchain->frontBuffer;
if (!swapchain->context)
{
ERR("Failed to allocate memory for swapchain context array.\n");
return E_OUTOFMEMORY;
}
swapchain->context[0] = context_create(This, target, swapchain->win_handle, FALSE, &swapchain->presentParms);
target = (IWineD3DSurfaceImpl *)(swapchain->backBuffer ? swapchain->backBuffer[0] : swapchain->frontBuffer);
context = context_create(This, target, swapchain->win_handle, FALSE, &swapchain->presentParms);
if (!context)
{
WARN("Failed to create context.\n");
HeapFree(GetProcessHeap(), 0, swapchain->context);
return E_FAIL;
}
swapchain->context[0] = context;
swapchain->num_contexts = 1;
create_dummy_textures(This);
context_release(swapchain->context[0]);
context_release(context);
hr = This->shader_backend->shader_alloc_private(iface);
if(FAILED(hr)) {
ERR("Failed to recreate shader private data\n");
goto err_out;
if (FAILED(hr))
{
ERR("Failed to allocate shader private data, hr %#x.\n", hr);
goto err;
}
hr = This->frag_pipe->alloc_private(iface);
if(FAILED(hr)) {
TRACE("Fragment pipeline private data couldn't be allocated\n");
goto err_out;
if (FAILED(hr))
{
ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
This->shader_backend->shader_free_private(iface);
goto err;
}
hr = This->blitter->alloc_private(iface);
if(FAILED(hr)) {
TRACE("Blitter private data couldn't be allocated\n");
goto err_out;
if (FAILED(hr))
{
ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
This->frag_pipe->free_private(iface);
This->shader_backend->shader_free_private(iface);
goto err;
}
return WINED3D_OK;
err_out:
This->blitter->free_private(iface);
This->frag_pipe->free_private(iface);
This->shader_backend->shader_free_private(iface);
err:
context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
destroy_dummy_textures(This, context->gl_info);
context_release(context);
context_destroy(This, context);
HeapFree(GetProcessHeap(), 0, swapchain->context);
swapchain->num_contexts = 0;
return hr;
}