Zebediah Figura (@zfigura) commented about dlls/wined3d/adapter_gl.c:
wined3d_cs_init_object(device->cs, wined3d_device_gl_create_primary_opengl_context_cs, wined3d_device_gl(device)); wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
- if (!wined3d_swapchain_gl(device->swapchains[0])->context_count)
- if (!device->blitter) return E_FAIL;
Probably for my own education rather than anything else, but why "device->blitter" rather than "device->context_count"?