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wined3d: Add some error handling to create_primary_opengl_context().
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@ -6293,45 +6293,65 @@ void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_
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HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_iface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
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IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) swapchain_iface;
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struct wined3d_context *context;
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HRESULT hr;
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IWineD3DSurfaceImpl *target;
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/* Recreate the primary swapchain's context */
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swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
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if(swapchain->backBuffer) {
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target = (IWineD3DSurfaceImpl *) swapchain->backBuffer[0];
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} else {
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target = (IWineD3DSurfaceImpl *) swapchain->frontBuffer;
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if (!swapchain->context)
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{
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ERR("Failed to allocate memory for swapchain context array.\n");
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return E_OUTOFMEMORY;
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}
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swapchain->context[0] = context_create(This, target, swapchain->win_handle, FALSE, &swapchain->presentParms);
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target = (IWineD3DSurfaceImpl *)(swapchain->backBuffer ? swapchain->backBuffer[0] : swapchain->frontBuffer);
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context = context_create(This, target, swapchain->win_handle, FALSE, &swapchain->presentParms);
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if (!context)
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{
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WARN("Failed to create context.\n");
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HeapFree(GetProcessHeap(), 0, swapchain->context);
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return E_FAIL;
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}
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swapchain->context[0] = context;
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swapchain->num_contexts = 1;
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create_dummy_textures(This);
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context_release(swapchain->context[0]);
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context_release(context);
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hr = This->shader_backend->shader_alloc_private(iface);
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if(FAILED(hr)) {
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ERR("Failed to recreate shader private data\n");
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goto err_out;
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if (FAILED(hr))
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{
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ERR("Failed to allocate shader private data, hr %#x.\n", hr);
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goto err;
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}
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hr = This->frag_pipe->alloc_private(iface);
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if(FAILED(hr)) {
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TRACE("Fragment pipeline private data couldn't be allocated\n");
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goto err_out;
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if (FAILED(hr))
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{
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ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
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This->shader_backend->shader_free_private(iface);
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goto err;
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}
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hr = This->blitter->alloc_private(iface);
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if(FAILED(hr)) {
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TRACE("Blitter private data couldn't be allocated\n");
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goto err_out;
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if (FAILED(hr))
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{
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ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
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This->frag_pipe->free_private(iface);
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This->shader_backend->shader_free_private(iface);
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goto err;
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}
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return WINED3D_OK;
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err_out:
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This->blitter->free_private(iface);
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This->frag_pipe->free_private(iface);
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This->shader_backend->shader_free_private(iface);
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err:
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context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
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destroy_dummy_textures(This, context->gl_info);
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context_release(context);
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context_destroy(This, context);
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HeapFree(GetProcessHeap(), 0, swapchain->context);
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swapchain->num_contexts = 0;
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return hr;
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}
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