wined3d: Get rid of any remaining d3d9 stuff in surface.c and surface_gdi.c.
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1a07d3142c
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@ -590,7 +590,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
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(pRect->bottom > This->currentDesc.Height))
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{
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WARN(" Invalid values in pRect !!!\n");
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return D3DERR_INVALIDCALL;
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return WINED3DERR_INVALIDCALL;
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}
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if (This->resource.format == WINED3DFMT_DXT1) { /* DXT1 is half byte per pixel */
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@ -1330,7 +1330,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
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TRACE("(%p)->(%p)\n",This,hDC);
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if (!(This->Flags & SFLAG_DCINUSE))
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return D3DERR_INVALIDCALL;
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return WINED3DERR_INVALIDCALL;
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/* we locked first, so unlock now */
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IWineD3DSurface_UnlockRect(iface);
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@ -2415,7 +2415,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
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if( dstSwapchain->backBuffer && ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) &&
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SrcSurface == dstSwapchain->backBuffer[0] ) {
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D3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
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WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
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/* The idea behind this is that a glReadPixels and a glDrawPixels call
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* take very long, while a flip is fast.
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@ -164,7 +164,7 @@ IWineGDISurfaceImpl_LockRect(IWineD3DSurface *iface,
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{
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ERR("(%p) Surface already locked\n", This);
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/* What should I return here? */
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return D3DERR_INVALIDCALL;
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return WINED3DERR_INVALIDCALL;
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}
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if (!(This->Flags & SFLAG_LOCKABLE))
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@ -217,7 +217,7 @@ IWineGDISurfaceImpl_LockRect(IWineD3DSurface *iface,
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(pRect->bottom > This->currentDesc.Height))
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{
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WARN(" Invalid values in pRect !!!\n");
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return D3DERR_INVALIDCALL;
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return WINED3DERR_INVALIDCALL;
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}
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if (This->resource.format == WINED3DFMT_DXT1)
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@ -1377,7 +1377,7 @@ HRESULT WINAPI
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IWineGDISurfaceImpl_LoadTexture(IWineD3DSurface *iface)
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{
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ERR("Unsupported on X11 surfaces\n");
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return D3DERR_INVALIDCALL;
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return WINED3DERR_INVALIDCALL;
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}
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/*****************************************************************************
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