displaymode_set = TRUE;
}
- swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
- if (!swapchain->context)
- {
- ERR("Failed to create the context array.\n");
- hr = E_OUTOFMEMORY;
- goto err;
- }
- swapchain->num_contexts = 1;
-
if (surface_type == SURFACE_OPENGL)
{
static const enum wined3d_format_id formats[] =
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
+ swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
+ if (!swapchain->context)
+ {
+ ERR("Failed to create the context array.\n");
+ hr = E_OUTOFMEMORY;
+ goto err;
+ }
+ swapchain->num_contexts = 1;
+
/* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
* You are able to add a depth + stencil surface at a later stage when you need it.
* In order to support this properly in WineD3D we need the ability to recreate the opengl context and
}
context_release(swapchain->context[0]);
}
- else
- {
- swapchain->context[0] = NULL;
- }
if (swapchain->presentParms.BackBufferCount > 0)
{