[v2 4/5] d3dx9: Do not set active pass if BeginPass() failed.
Paul Gofman
gofmanp at gmail.com
Thu May 4 17:37:09 CDT 2017
On 05/05/2017 01:14 AM, Matteo Bruni wrote:
> 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?
Yes, sure, I think it is not supposed to be ever used within
apply_pass_states().
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