WinRT: utilized SDL_SetError's return value in the d3d11 renderer
parent
43e27aa82e
commit
10f2de1e69
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@ -973,9 +973,8 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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HRESULT result;
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DXGI_FORMAT textureFormat = SDLPixelFormatToDXGIFormat(texture->format);
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if (textureFormat == SDL_PIXELFORMAT_UNKNOWN) {
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SDL_SetError("%s, An unsupported SDL pixel format (0x%x) was specified",
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return SDL_SetError("%s, An unsupported SDL pixel format (0x%x) was specified",
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__FUNCTION__, texture->format);
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return -1;
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}
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textureData = new D3D11_TextureData;
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@ -1106,8 +1105,7 @@ D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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// An error is already set. Attach some info to it, then return to
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// the caller.
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std::string errorMessage = string(__FUNCTION__ ", Lock Texture Failed: ") + SDL_GetError();
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SDL_SetError(errorMessage.c_str());
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return -1;
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return SDL_SetError(errorMessage.c_str());
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}
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// Copy pixel data to the locked texture's memory:
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@ -1135,8 +1133,7 @@ D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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HRESULT result = S_OK;
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if (textureData->stagingTexture) {
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SDL_SetError("texture is already locked");
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return -1;
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return SDL_SetError("texture is already locked");
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}
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// Create a 'staging' texture, which will be used to write to a portion
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@ -1228,8 +1225,7 @@ D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
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if (!textureData->mainTextureRenderTargetView) {
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std::string errorMessage = string(__FUNCTION__) + ": specified texture is not a render target";
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SDL_SetError(errorMessage.c_str());
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return -1;
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return SDL_SetError(errorMessage.c_str());
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}
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rendererData->currentOffscreenRenderTargetView = textureData->mainTextureRenderTargetView;
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@ -1268,8 +1264,7 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
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XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixRotationZ(-XM_PIDIV2));
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break;
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default:
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SDL_SetError("An unknown DisplayOrientation is being used");
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return -1;
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return SDL_SetError("An unknown DisplayOrientation is being used");
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}
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//
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@ -1892,8 +1887,7 @@ D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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// When SDL_ConvertPixels fails, it'll have already set the format.
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// Get the error message, and attach some extra data to it.
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std::string errorMessage = string(__FUNCTION__ ", Convert Pixels failed: ") + SDL_GetError();
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SDL_SetError(errorMessage.c_str());
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return -1;
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return SDL_SetError(errorMessage.c_str());
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}
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// Unmap the texture:
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