d3d8/9: Use WINED3D_OK instead of D3D_OK in vertexshader.c.
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@ -67,11 +67,11 @@ static ULONG WINAPI IDirect3DVertexShader8Impl_Release(IDirect3DVertexShader8 *i
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static HRESULT WINAPI IDirect3DVertexShader8Impl_GetDevice(IDirect3DVertexShader8 *iface, IDirect3DDevice8** ppDevice) {
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IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface;
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IWineD3DDevice *myDevice = NULL;
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HRESULT hr = D3D_OK;
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HRESULT hr;
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TRACE("(%p) : Relay\n", This);
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hr = IWineD3DVertexShader_GetDevice(This->wineD3DVertexShader, &myDevice);
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if (D3D_OK == hr && myDevice != NULL) {
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if (WINED3D_OK == hr && myDevice != NULL) {
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hr = IWineD3DDevice_GetParent(myDevice, (IUnknown **)ppDevice);
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IWineD3DDevice_Release(myDevice);
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} else {
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@ -69,12 +69,12 @@ static ULONG WINAPI IDirect3DVertexShader9Impl_Release(LPDIRECT3DVERTEXSHADER9 i
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static HRESULT WINAPI IDirect3DVertexShader9Impl_GetDevice(LPDIRECT3DVERTEXSHADER9 iface, IDirect3DDevice9** ppDevice) {
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IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
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IWineD3DDevice *myDevice = NULL;
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HRESULT hr = D3D_OK;
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HRESULT hr;
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TRACE("(%p) : Relay\n", This);
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EnterCriticalSection(&d3d9_cs);
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hr = IWineD3DVertexShader_GetDevice(This->wineD3DVertexShader, &myDevice);
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if (D3D_OK == hr && myDevice != NULL) {
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if (WINED3D_OK == hr && myDevice != NULL) {
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hr = IWineD3DDevice_GetParent(myDevice, (IUnknown **)ppDevice);
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IWineD3DDevice_Release(myDevice);
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} else {
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