[PATCH 5/6] d2d1: Use D3D11 interfaces to create index, vertex and constant buffers.
Rémi Bernon
rbernon at codeweavers.com
Thu Jun 24 10:17:54 CDT 2021
On 6/24/21 5:02 PM, Henri Verbeet wrote:
> 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.
>
Indeed, thanks.
--
Rémi Bernon <rbernon at codeweavers.com>
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