wined3d: Add some warnings when resource_init() fails due to format restrictions.
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9e2a446fad
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@ -84,11 +84,20 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
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if (pool != WINED3D_POOL_SCRATCH)
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if (pool != WINED3D_POOL_SCRATCH)
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{
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{
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if ((usage & WINED3DUSAGE_RENDERTARGET) && !(format->flags & WINED3DFMT_FLAG_RENDERTARGET))
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if ((usage & WINED3DUSAGE_RENDERTARGET) && !(format->flags & WINED3DFMT_FLAG_RENDERTARGET))
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{
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WARN("Format %s cannot be used for render targets.\n", debug_d3dformat(format->id));
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return WINED3DERR_INVALIDCALL;
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return WINED3DERR_INVALIDCALL;
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}
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if ((usage & WINED3DUSAGE_DEPTHSTENCIL) && !(format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
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if ((usage & WINED3DUSAGE_DEPTHSTENCIL) && !(format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
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{
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WARN("Format %s cannot be used for depth/stencil buffers.\n", debug_d3dformat(format->id));
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return WINED3DERR_INVALIDCALL;
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return WINED3DERR_INVALIDCALL;
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}
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if ((usage & WINED3DUSAGE_TEXTURE) && !(format->flags & WINED3DFMT_FLAG_TEXTURE))
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if ((usage & WINED3DUSAGE_TEXTURE) && !(format->flags & WINED3DFMT_FLAG_TEXTURE))
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{
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WARN("Format %s cannot be used for texturing.\n", debug_d3dformat(format->id));
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return WINED3DERR_INVALIDCALL;
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return WINED3DERR_INVALIDCALL;
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}
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}
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}
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resource->ref = 1;
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resource->ref = 1;
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