So that the hook is properly removed on failure in wined3d_swapchain_create(). This is a somewhat theoretical though, since in practice WINED3D_SWAPCHAIN_HOOK and WINED3D_SWAPCHAIN_IMPLICIT are never used together.
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/swapchain.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c index b75aead1e83..9be6658c83d 100644 --- a/dlls/wined3d/swapchain.c +++ b/dlls/wined3d/swapchain.c @@ -39,6 +39,7 @@ static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
TRACE("Destroying swapchain %p.\n", swapchain);
+ wined3d_unhook_swapchain(swapchain); wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma);
/* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0] @@ -121,7 +122,6 @@ ULONG CDECL wined3d_swapchain_decref(struct wined3d_swapchain *swapchain) device = swapchain->device; if (device->swapchain_count && device->swapchains[0] == swapchain) wined3d_device_uninit_3d(device); - wined3d_unhook_swapchain(swapchain); wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
swapchain_cleanup(swapchain);