[PATCH 4/4] wined3d: Setting render target 0 to NULL in an application error.
Henri Verbeet
hverbeet at codeweavers.com
Tue Jul 27 05:54:52 CDT 2010
---
dlls/wined3d/device.c | 11 +++++------
1 files changed, 5 insertions(+), 6 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index be473d7..11a6b9a 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -5758,14 +5758,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface,
return WINED3DERR_INVALIDCALL;
}
- /* MSDN says that null disables the render target
- but a device must always be associated with a render target
- nope MSDN says that we return invalid call to a null rendertarget with an index of 0
- */
- if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
- FIXME("Trying to set render target 0 to NULL\n");
+ /* Render target 0 can't be set to NULL. */
+ if (!pRenderTarget && !RenderTargetIndex)
+ {
+ WARN("Trying to set render target 0 to NULL.\n");
return WINED3DERR_INVALIDCALL;
}
+
if (pRenderTarget && !(((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of WINED3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
return WINED3DERR_INVALIDCALL;
--
1.7.1
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