wined3d: wined3d_device_set_material() never fails.
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@ -1333,16 +1333,15 @@ static HRESULT WINAPI d3d8_device_GetViewport(IDirect3DDevice8 *iface, D3DVIEWPO
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static HRESULT WINAPI d3d8_device_SetMaterial(IDirect3DDevice8 *iface, const D3DMATERIAL8 *material)
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{
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struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
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HRESULT hr;
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TRACE("iface %p, material %p.\n", iface, material);
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/* Note: D3DMATERIAL8 is compatible with struct wined3d_material. */
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wined3d_mutex_lock();
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hr = wined3d_device_set_material(device->wined3d_device, (const struct wined3d_material *)material);
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wined3d_device_set_material(device->wined3d_device, (const struct wined3d_material *)material);
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wined3d_mutex_unlock();
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return hr;
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return D3D_OK;
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}
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static HRESULT WINAPI d3d8_device_GetMaterial(IDirect3DDevice8 *iface, D3DMATERIAL8 *material)
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@ -1399,16 +1399,15 @@ static HRESULT WINAPI d3d9_device_GetViewport(IDirect3DDevice9Ex *iface, D3DVIEW
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static HRESULT WINAPI d3d9_device_SetMaterial(IDirect3DDevice9Ex *iface, const D3DMATERIAL9 *material)
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{
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struct d3d9_device *device = impl_from_IDirect3DDevice9Ex(iface);
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HRESULT hr;
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TRACE("iface %p, material %p.\n", iface, material);
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/* Note: D3DMATERIAL9 is compatible with struct wined3d_material. */
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wined3d_mutex_lock();
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hr = wined3d_device_set_material(device->wined3d_device, (const struct wined3d_material *)material);
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wined3d_device_set_material(device->wined3d_device, (const struct wined3d_material *)material);
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wined3d_mutex_unlock();
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return hr;
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return D3D_OK;
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}
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static HRESULT WINAPI d3d9_device_GetMaterial(IDirect3DDevice9Ex *iface, D3DMATERIAL9 *material)
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@ -5089,7 +5089,6 @@ static HRESULT WINAPI d3d_device7_GetViewport_FPUPreserve(IDirect3DDevice7 *ifac
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static HRESULT d3d_device7_SetMaterial(IDirect3DDevice7 *iface, D3DMATERIAL7 *material)
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{
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struct d3d_device *device = impl_from_IDirect3DDevice7(iface);
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HRESULT hr;
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TRACE("iface %p, material %p.\n", iface, material);
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@ -5098,10 +5097,10 @@ static HRESULT d3d_device7_SetMaterial(IDirect3DDevice7 *iface, D3DMATERIAL7 *ma
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wined3d_mutex_lock();
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/* Note: D3DMATERIAL7 is compatible with struct wined3d_material. */
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hr = wined3d_device_set_material(device->wined3d_device, (struct wined3d_material *)material);
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wined3d_device_set_material(device->wined3d_device, (struct wined3d_material *)material);
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wined3d_mutex_unlock();
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return hr_ddraw_from_wined3d(hr);
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return D3D_OK;
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}
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static HRESULT WINAPI d3d_device7_SetMaterial_FPUSetup(IDirect3DDevice7 *iface, D3DMATERIAL7 *material)
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@ -2168,7 +2168,7 @@ HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
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void CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
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{
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TRACE("device %p, material %p.\n", device, material);
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@ -2179,12 +2179,10 @@ HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const s
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if (device->isRecordingState)
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{
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TRACE("Recording... not performing anything.\n");
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return WINED3D_OK;
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return;
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}
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device_invalidate_state(device, STATE_MATERIAL);
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
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@ -2207,7 +2207,7 @@ void __cdecl wined3d_device_set_index_buffer(struct wined3d_device *device,
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HRESULT __cdecl wined3d_device_set_light(struct wined3d_device *device,
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UINT light_idx, const struct wined3d_light *light);
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HRESULT __cdecl wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable);
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HRESULT __cdecl wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material);
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void __cdecl wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material);
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void __cdecl wined3d_device_set_multithreaded(struct wined3d_device *device);
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HRESULT __cdecl wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments);
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HRESULT __cdecl wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader);
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