wined3d: Use WINED3D_OK rather than D3D_OK.
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3e77ffc563
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@ -1667,7 +1667,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
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/* Setup the implicit swapchain */
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TRACE("Creating implicit swapchain\n");
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if (D3D_OK != D3DCB_CreateAdditionalSwapChain((IUnknown *) This->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain) || swapchain == NULL) {
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if (FAILED(D3DCB_CreateAdditionalSwapChain((IUnknown *) This->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain)) || !swapchain) {
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WARN("Failed to create implicit swapchain\n");
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return WINED3DERR_INVALIDCALL;
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}
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@ -1845,10 +1845,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EnumDisplayModes(IWineD3DDevice *iface,
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TRACE("Enumerating %dx%d@%s\n", DevModeW.dmPelsWidth, DevModeW.dmPelsHeight, debug_d3dformat(pixelformat_for_depth(DevModeW.dmBitsPerPel)));
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if (callback((IUnknown *) This, (UINT) DevModeW.dmPelsWidth, (UINT) DevModeW.dmPelsHeight, pixelformat_for_depth(DevModeW.dmBitsPerPel), 60.0, context) == DDENUMRET_CANCEL)
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return D3D_OK;
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return WINED3D_OK;
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}
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return D3D_OK;
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
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@ -1882,7 +1882,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, U
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(This->ddraw_height == pMode->Height) &&
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(This->ddraw_format == pMode->Format) &&
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(pMode->RefreshRate == 0) ) {
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return D3D_OK;
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return WINED3D_OK;
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}
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ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
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@ -243,7 +243,7 @@ IWineGDISurfaceImpl_LockRect(IWineD3DSurface *iface,
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TRACE("returning memory@%p, pitch(%d)\n", pLockedRect->pBits, pLockedRect->Pitch);
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This->Flags |= SFLAG_LOCKED;
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return D3D_OK;
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return WINED3D_OK;
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}
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/*****************************************************************************
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@ -1206,7 +1206,7 @@ IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface,
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/* Lock the union of the two rectangles */
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ret = IWineD3DSurface_LockRect(iface, &dlock, &lock_union, 0);
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if(ret != D3D_OK) goto error;
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if(ret != WINED3D_OK) goto error;
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pitch = dlock.Pitch;
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slock.Pitch = dlock.Pitch;
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@ -1221,9 +1221,9 @@ IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface,
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else
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{
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ret = IWineD3DSurface_LockRect(Source, &slock, &lock_src, WINED3DLOCK_READONLY);
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if(ret != D3D_OK) goto error;
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if(ret != WINED3D_OK) goto error;
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ret = IWineD3DSurface_LockRect(iface, &dlock, &lock_dst, 0);
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if(ret != D3D_OK) goto error;
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if(ret != WINED3D_OK) goto error;
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sbuf = slock.pBits;
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dbuf = dlock.pBits;
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@ -1497,7 +1497,7 @@ const char* filename)
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* avoid confusion in the shared surface code.
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*
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* Returns:
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* D3D_OK on success
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* WINED3D_OK on success
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* The return values of called methods on failure
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*
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*****************************************************************************/
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@ -433,7 +433,7 @@ HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) {
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if(lockcount > 0) {
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/* Delay loading the buffer until everything is unlocked */
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TRACE("Ignoring the unlock\n");
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return D3D_OK;
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return WINED3D_OK;
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}
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if(This->Flags & VBFLAG_HASDESC) {
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@ -1244,7 +1244,7 @@ static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertex
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list_add_head(&This->baseShader.constantsF, &lconst->entry);
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}
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return D3D_OK;
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface) {
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