[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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