[PATCH 5/6] d2d1: Use D3D11 interfaces to create index, vertex and constant buffers.

Henri Verbeet hverbeet at gmail.com
Thu Jun 24 10:02:29 CDT 2021


On Thu, 24 Jun 2021 at 09:36, Rémi Bernon <rbernon at codeweavers.com> wrote:
> @@ -1633,15 +1684,16 @@ static void STDMETHODCALLTYPE d2d_device_context_Clear(ID2D1DeviceContext *iface
>      vs_cb_data->transform_rty.z = 1.0f;
>      vs_cb_data->transform_rty.w = -1.0f;
>
> -    ID3D10Buffer_Unmap(render_target->vs_cb);
> +    ID3D11DeviceContext_Unmap(d3d_context, (ID3D11Resource *)render_target->vs_cb, 0);
>
> -    if (FAILED(hr = ID3D10Buffer_Map(render_target->ps_cb, D3D10_MAP_WRITE_DISCARD,
> -            0, (void **)&ps_cb_data)))
> +    if (FAILED(hr = ID3D11DeviceContext_Map(d3d_context, (ID3D11Resource *)render_target->ps_cb, 0, D3D11_MAP_WRITE_DISCARD, 0, &map_desc)))
>      {
> -        WARN("Failed to map ps constant buffer, hr %#x.\n", hr);
> +        WARN("Failed to map vs constant buffer, hr %#x.\n", hr);
> +        ID3D11DeviceContext_Release(d3d_context);
>          return;
>      }
That change to that WARN doesn't seem quite right.



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