[v2 4/5] d3dx9: Do not set active pass if BeginPass() failed.

Matteo Bruni matteo.mystral at gmail.com
Thu May 4 17:14:27 CDT 2017


2017-05-04 0:33 GMT+02:00 Paul Gofman <gofmanp at gmail.com>:

>      if (technique && pass < technique->pass_count && !effect->active_pass)
>      {
> +        HRESULT hr;
> +
>          effect->active_pass = &technique->passes[pass];
>          memset(effect->current_light, 0, sizeof(effect->current_light));
>          memset(&effect->current_material, 0, sizeof(effect->current_material));
> -        return d3dx9_apply_pass_states(effect, effect->active_pass, TRUE);
> +        hr = d3dx9_apply_pass_states(effect, effect->active_pass, TRUE);
> +        if (FAILED(hr))
> +            effect->active_pass = NULL;
> +        return hr;
>      }

Can't you just set active_pass only if d3dx9_apply_pass_states()
succeeds, instead?



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