wined3d: Don't just print a FIXME on error, handle it (Coverity).
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@ -1872,12 +1872,13 @@ HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
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* below means it will be recorded in a state block change, but it
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* works regardless where it is recorded.
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* If this is found to be wrong, change to StateBlock. */
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if (state > HIGHEST_TRANSFORMSTATE)
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{
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WARN("Unhandled transform state %#x.\n", state);
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return WINED3D_OK;
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}
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if (state <= HIGHEST_TRANSFORMSTATE)
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mat = &device->updateStateBlock->state.transforms[state];
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else
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FIXME("Unhandled transform state %#x.\n", state);
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mat = &device->updateStateBlock->state.transforms[state];
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multiply_matrix(&temp, mat, matrix);
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/* Apply change via set transform - will reapply to eg. lights this way. */
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