wined3d: Silently ignore setting the 0 texture on gdi surfaces.
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@ -710,7 +710,16 @@ IWineGDISurfaceImpl_PrivateSetup(IWineD3DSurface *iface)
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void WINAPI IWineGDISurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target) {
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void WINAPI IWineGDISurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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FIXME("(%p) : Should not be called on a GDI surface. textureName %u, target %i\n", This, textureName, target);
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/* Ignore 0 textureName and target. D3D textures can be created with gdi surfaces as plain
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* containers, but they're useless until the app creates a d3d device from a d3d point of
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* view, it's not an implementation limitation. This avoids false warnings when the texture
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* is destroyed and sets the description back to 0/0
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*/
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if(textureName != 0 || target != 0) {
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FIXME("(%p) : Should not be called on a GDI surface. textureName %u, target %i\n", This, textureName, target);
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DebugBreak();
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}
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}
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}
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void WINAPI IWineGDISurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
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void WINAPI IWineGDISurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
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