d3d: Correct some debug levels.
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8da71ca6a6
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007c648c20
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@ -1113,7 +1113,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_EndStateBlock(LPDIRECT3DDEVICE8 iface
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EnterCriticalSection(&d3d8_cs);
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hr = IWineD3DDevice_EndStateBlock(This->WineD3DDevice , &wineD3DStateBlock);
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if (hr != D3D_OK) {
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FIXME("IWineD3DDevice_EndStateBlock returned an error\n");
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WARN("IWineD3DDevice_EndStateBlock returned an error\n");
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LeaveCriticalSection(&d3d8_cs);
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return hr;
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}
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@ -348,7 +348,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateCubeTexture(LPDIRECT3DDEVICE9EX ifac
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (NULL == object) {
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FIXME("(%p) allocation of CubeTexture failed\n", This);
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ERR("(%p) allocation of CubeTexture failed\n", This);
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return D3DERR_OUTOFVIDEOMEMORY;
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}
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object->lpVtbl = &Direct3DCubeTexture9_Vtbl;
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@ -362,7 +362,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateCubeTexture(LPDIRECT3DDEVICE9EX ifac
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if (hr != D3D_OK){
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/* free up object */
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FIXME("(%p) call to IWineD3DDevice_CreateCubeTexture failed\n", This);
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WARN("(%p) call to IWineD3DDevice_CreateCubeTexture failed\n", This);
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HeapFree(GetProcessHeap(), 0, object);
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} else {
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IDirect3DDevice9Ex_AddRef(iface);
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@ -163,7 +163,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateQuery(LPDIRECT3DDEVICE9EX iface, D3DQU
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/* Allocate the storage for the device */
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DQuery9Impl));
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if (NULL == object) {
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FIXME("Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n");
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ERR("Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n");
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return D3DERR_OUTOFVIDEOMEMORY;
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}
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@ -176,7 +176,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateQuery(LPDIRECT3DDEVICE9EX iface, D3DQU
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if (FAILED(hr)) {
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/* free up object */
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FIXME("(%p) call to IWineD3DDevice_CreateQuery failed\n", This);
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WARN("(%p) call to IWineD3DDevice_CreateQuery failed\n", This);
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HeapFree(GetProcessHeap(), 0, object);
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} else {
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IDirect3DDevice9Ex_AddRef(iface);
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@ -175,7 +175,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_EndStateBlock(LPDIRECT3DDEVICE9EX iface, I
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hr=IWineD3DDevice_EndStateBlock(This->WineD3DDevice,&wineD3DStateBlock);
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LeaveCriticalSection(&d3d9_cs);
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if(hr!= D3D_OK){
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FIXME("IWineD3DDevice_EndStateBlock returned an error\n");
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WARN("IWineD3DDevice_EndStateBlock returned an error\n");
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return hr;
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}
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/* allocate a new IDirectD3DStateBlock */
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@ -339,7 +339,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateTexture(LPDIRECT3DDEVICE9EX iface, U
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DTexture9Impl));
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if (NULL == object) {
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FIXME("Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n");
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ERR("Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n");
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return D3DERR_OUTOFVIDEOMEMORY;
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}
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@ -353,7 +353,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateTexture(LPDIRECT3DDEVICE9EX iface, U
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if (FAILED(hrc)) {
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/* free up object */
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FIXME("(%p) call to IWineD3DDevice_CreateTexture failed\n", This);
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WARN("(%p) call to IWineD3DDevice_CreateTexture failed\n", This);
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HeapFree(GetProcessHeap(), 0, object);
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} else {
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IDirect3DDevice9Ex_AddRef(iface);
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@ -252,7 +252,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateVolumeTexture(LPDIRECT3DDEVICE9EX if
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/* Allocate the storage for the device */
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVolumeTexture9Impl));
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if (NULL == object) {
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FIXME("(%p) allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n", This);
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ERR("(%p) allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n", This);
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return D3DERR_OUTOFVIDEOMEMORY;
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}
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@ -266,7 +266,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateVolumeTexture(LPDIRECT3DDEVICE9EX if
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if (hrc != D3D_OK) {
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/* free up object */
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FIXME("(%p) call to IWineD3DDevice_CreateVolumeTexture failed\n", This);
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WARN("(%p) call to IWineD3DDevice_CreateVolumeTexture failed\n", This);
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HeapFree(GetProcessHeap(), 0, object);
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} else {
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IDirect3DDevice9Ex_AddRef(iface);
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@ -298,7 +298,7 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *
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TRACE("(%p) level (%d)\n", This, Level);
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return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
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}
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FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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return WINED3DERR_INVALIDCALL;
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}
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@ -2984,7 +2984,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, D
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*
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* TODO: Test how this affects rendering
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*/
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FIXME("Too many concurrently active lights\n");
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WARN("Too many concurrently active lights\n");
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return WINED3D_OK;
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}
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@ -4738,7 +4738,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IW
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IWineD3DStateBlockImpl *object = This->updateStateBlock;
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if (!This->isRecordingState) {
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FIXME("(%p) not recording! returning error\n", This);
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WARN("(%p) not recording! returning error\n", This);
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*ppStateBlock = NULL;
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return WINED3DERR_INVALIDCALL;
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}
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@ -5137,7 +5137,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *
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* without an index buffer set. (The first time at least...)
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* D3D8 simply dies, but I doubt it can do much harm to return
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* D3DERR_INVALIDCALL there as well. */
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ERR("(%p) : Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL\n", This);
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WARN("(%p) : Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL\n", This);
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return WINED3DERR_INVALIDCALL;
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}
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@ -303,7 +303,7 @@ static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, U
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TRACE("(%p) Level (%d)\n", This, Level);
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return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
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}
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FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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return WINED3DERR_INVALIDCALL;
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}
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@ -244,7 +244,7 @@ static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTextu
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TRACE("(%p) Level (%d)\n", This, Level);
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return IWineD3DVolume_GetDesc(This->volumes[Level], pDesc);
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} else {
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FIXME("(%p) Level (%d)\n", This, Level);
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WARN("(%p) Level (%d)\n", This, Level);
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}
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return WINED3D_OK;
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}
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@ -255,7 +255,7 @@ static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTex
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IWineD3DVolume_AddRef(*ppVolumeLevel);
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TRACE("(%p) -> level(%d) returning volume@%p\n", This, Level, *ppVolumeLevel);
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} else {
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FIXME("(%p) Level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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WARN("(%p) Level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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return WINED3DERR_INVALIDCALL;
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}
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return WINED3D_OK;
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