wined3d: Remove needless NULL checks (coverity).
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5bc0dd711a
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6a19339207
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@ -4053,7 +4053,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD
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IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
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IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
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TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
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TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
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if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
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if ( (This->Flags & SFLAG_LOCKED) || (srcImpl->Flags & SFLAG_LOCKED))
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{
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{
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WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
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WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
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return WINEDDERR_SURFACEBUSY;
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return WINEDDERR_SURFACEBUSY;
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@ -4061,14 +4061,14 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD
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if(myDevice->inScene &&
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if(myDevice->inScene &&
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(iface == myDevice->stencilBufferTarget ||
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(iface == myDevice->stencilBufferTarget ||
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(Source && Source == myDevice->stencilBufferTarget))) {
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(Source == myDevice->stencilBufferTarget))) {
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TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
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TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
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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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/* Special cases for RenderTargets */
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/* Special cases for RenderTargets */
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if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
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if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
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( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
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(srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
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RECT SrcRect, DstRect;
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RECT SrcRect, DstRect;
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DWORD Flags=0;
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DWORD Flags=0;
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