Henri Verbeet : wined3d: Fix and unify shader creation error handling.
Alexandre Julliard
julliard at winehq.org
Mon Jan 12 10:41:00 CST 2009
Module: wine
Branch: master
Commit: b069321650bacaec545fb143129c627f01db30ac
URL: http://source.winehq.org/git/wine.git/?a=commit;h=b069321650bacaec545fb143129c627f01db30ac
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Mon Jan 12 10:17:50 2009 +0100
wined3d: Fix and unify shader creation error handling.
---
dlls/wined3d/device.c | 29 +++++++++++++++++------------
1 files changed, 17 insertions(+), 12 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 09f2db5..18dbcdd 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1890,24 +1890,25 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *ifac
object->lpVtbl = &IWineD3DVertexShader_Vtbl;
object->parent = parent;
shader_init(&object->baseShader, iface, IWineD3DVertexShaderImpl_shader_ins);
+ list_add_head(&This->shaders, &object->baseShader.shader_list_entry);
*ppVertexShader = (IWineD3DVertexShader *)object;
- TRACE("(%p) : Created Vertex shader %p\n", This, *ppVertexShader);
+ TRACE("(%p) : Created vertex shader %p\n", This, *ppVertexShader);
if (vertex_declaration) {
IWineD3DVertexShader_FakeSemantics(*ppVertexShader, vertex_declaration);
}
hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction);
-
- if (WINED3D_OK != hr) {
- FIXME("(%p) : Failed to set the function, returning WINED3DERR_INVALIDCALL\n", iface);
+ if (FAILED(hr))
+ {
+ WARN("(%p) : Failed to set function, returning %#x\n", iface, hr);
IWineD3DVertexShader_Release(*ppVertexShader);
- return WINED3DERR_INVALIDCALL;
+ *ppVertexShader = NULL;
+ return hr;
}
- list_add_head(&This->shaders, &object->baseShader.shader_list_entry);
- return WINED3D_OK;
+ return hr;
}
static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) {
@@ -1928,14 +1929,18 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface
object->lpVtbl = &IWineD3DPixelShader_Vtbl;
object->parent = parent;
shader_init(&object->baseShader, iface, IWineD3DPixelShaderImpl_shader_ins);
+ list_add_head(&This->shaders, &object->baseShader.shader_list_entry);
*ppPixelShader = (IWineD3DPixelShader *)object;
+ TRACE("(%p) : Created pixel shader %p\n", This, *ppPixelShader);
+
hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction);
- if (WINED3D_OK == hr) {
- TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader);
- list_add_head(&This->shaders, &object->baseShader.shader_list_entry);
- } else {
- WARN("(%p) : Failed to create pixel shader\n", This);
+ if (FAILED(hr))
+ {
+ WARN("(%p) : Failed to set function, returning %#x\n", iface, hr);
+ IWineD3DPixelShader_Release(*ppPixelShader);
+ *ppPixelShader = NULL;
+ return hr;
}
return hr;
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