We use "free_fences" with wined3d_array_reserve(), which handles NULL fine.
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/context.c | 6 ------ 1 file changed, 6 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 425721aaa23..476d96939b8 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -1908,13 +1908,8 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, goto out; list_init(&context->occlusion_queries);
- context->free_fence_size = 4; - if (!(context->free_fences = heap_calloc(context->free_fence_size, sizeof(*context->free_fences)))) - goto out; list_init(&context->fences); - list_init(&context->so_statistics_queries); - list_init(&context->pipeline_statistics_queries);
list_init(&context->fbo_list); @@ -1992,7 +1987,6 @@ out: wined3d_release_dc(swapchain->win_handle, context->hdc); device->shader_backend->shader_free_context_data(context); device->adapter->fragment_pipe->free_context_data(context); - heap_free(context->free_fences); heap_free(context->free_occlusion_queries); heap_free(context->free_timestamp_queries); heap_free(context);