mirror of
https://github.com/Ryujinx/SDL.git
synced 2024-12-23 08:05:29 +00:00
Fixed bug 3336 - Failure to build with MinGW-w64
Kai Sterker There are already patches available from mingw64 that fix the issue https://github.com/Alexpux/MINGW-packages/tree/master/mingw-w64-SDL2 With those applied, I could compile SDL2 without problems. But of course, it would be preferable if SDL built cleanly from source.
This commit is contained in:
parent
9f854cdbe0
commit
b7e45f8a1a
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@ -93,6 +93,13 @@
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#define SDL_arraysize(array) (sizeof(array)/sizeof(array[0]))
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#define SDL_TABLESIZE(table) SDL_arraysize(table)
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/**
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* Macro useful for building other macros with strings in them
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*
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* e.g. #define LOG_ERROR(X) OutputDebugString(SDL_STRINGIFY_ARG(__FUNCTION__) ": " X "\n")
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*/
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#define SDL_STRINGIFY_ARG(arg) #arg
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/**
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* \name Cast operators
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*
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@ -51,6 +51,8 @@ extern ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNat
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#endif /* __WINRT__ */
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#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
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#define SAFE_RELEASE(X) if ((X)) { IUnknown_Release(SDL_static_cast(IUnknown*, X)); X = NULL; }
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@ -137,13 +139,27 @@ typedef struct
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/* Defined here so we don't have to include uuid.lib */
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#ifndef __IDXGIFactory2_INTERFACE_DEFINED__
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static const GUID IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
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#endif
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#ifndef __IDXGIDevice1_INTERFACE_DEFINED__
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static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
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#endif
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#ifndef __IDXGIDevice3_INTERFACE_DEFINED__
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static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
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#endif
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#ifndef __ID3D11Texture2D_INTERFACE_DEFINED__
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static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
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#endif
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#ifndef __ID3D11Device1_INTERFACE_DEFINED__
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static const GUID IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
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#endif
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#ifndef __ID3D11DeviceContext1_INTERFACE_DEFINED__
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static const GUID IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } };
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#endif
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#ifndef __ID3D11Debug_INTERFACE_DEFINED__
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static const GUID IID_ID3D11Debug = { 0x79cf2233, 0x7536, 0x4948, { 0x9d, 0x36, 0x1e, 0x46, 0x92, 0xdc, 0x57, 0x60 } };
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#endif
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/* Direct3D 11.x shaders
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@ -961,7 +977,7 @@ D3D11_CreateBlendMode(SDL_Renderer * renderer,
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blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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result = ID3D11Device_CreateBlendState(data->d3dDevice, &blendDesc, blendStateOutput);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateBlendState", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBlendState"), result);
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return result;
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}
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@ -1043,14 +1059,14 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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result = CreateDXGIFactoryFunc(&IID_IDXGIFactory2, &data->dxgiFactory);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", CreateDXGIFactory", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateDXGIFactory"), result);
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goto done;
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}
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/* FIXME: Should we use the default adapter? */
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result = IDXGIFactory2_EnumAdapters(data->dxgiFactory, 0, &data->dxgiAdapter);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", D3D11CreateDevice", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result);
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goto done;
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}
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@ -1079,25 +1095,25 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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&d3dContext /* Returns the device immediate context. */
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", D3D11CreateDevice", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result);
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goto done;
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}
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result = ID3D11Device_QueryInterface(d3dDevice, &IID_ID3D11Device1, &data->d3dDevice);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device to ID3D11Device1", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to ID3D11Device1"), result);
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goto done;
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}
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result = ID3D11DeviceContext_QueryInterface(d3dContext, &IID_ID3D11DeviceContext1, &data->d3dContext);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext to ID3D11DeviceContext1", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext to ID3D11DeviceContext1"), result);
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goto done;
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}
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result = ID3D11Device_QueryInterface(d3dDevice, &IID_IDXGIDevice1, &dxgiDevice);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device to IDXGIDevice1", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to IDXGIDevice1"), result);
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goto done;
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}
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@ -1106,7 +1122,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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*/
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result = IDXGIDevice1_SetMaximumFrameLatency(dxgiDevice, 1);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIDevice1::SetMaximumFrameLatency", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIDevice1::SetMaximumFrameLatency"), result);
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goto done;
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}
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@ -1135,7 +1151,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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break;
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default:
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SDL_SetError(__FUNCTION__ ", Unexpected feature level: %d", data->featureLevel);
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SDL_SetError("%s, Unexpected feature level: %d", __FUNCTION__, data->featureLevel);
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result = E_FAIL;
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goto done;
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}
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@ -1148,7 +1164,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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&data->vertexShader
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateVertexShader", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateVertexShader"), result);
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goto done;
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}
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@ -1161,7 +1177,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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&data->inputLayout
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateInputLayout", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateInputLayout"), result);
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goto done;
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}
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@ -1173,7 +1189,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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&data->colorPixelShader
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreatePixelShader ['color' shader]", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreatePixelShader ['color' shader]"), result);
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goto done;
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}
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@ -1184,7 +1200,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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&data->texturePixelShader
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreatePixelShader ['textures' shader]", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreatePixelShader ['textures' shader]"), result);
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goto done;
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}
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@ -1195,7 +1211,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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&data->yuvPixelShader
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreatePixelShader ['yuv' shader]", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreatePixelShader ['yuv' shader]"), result);
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goto done;
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}
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@ -1210,7 +1226,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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&data->vertexShaderConstants
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateBuffer [vertex shader constants]", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex shader constants]"), result);
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goto done;
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}
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@ -1230,7 +1246,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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&data->nearestPixelSampler
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateSamplerState [nearest-pixel filter]", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [nearest-pixel filter]"), result);
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goto done;
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}
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@ -1240,7 +1256,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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&data->linearSampler
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateSamplerState [linear filter]", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [linear filter]"), result);
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goto done;
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}
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@ -1258,14 +1274,14 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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rasterDesc.SlopeScaledDepthBias = 0.0f;
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result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->mainRasterizer);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRasterizerState [main rasterizer]", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [main rasterizer]"), result);
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goto done;
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}
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rasterDesc.ScissorEnable = TRUE;
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result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->clippedRasterizer);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRasterizerState [clipped rasterizer]", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [clipped rasterizer]"), result);
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goto done;
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}
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@ -1444,7 +1460,7 @@ D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
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&data->swapChain
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIFactory2::CreateSwapChainForCoreWindow", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForCoreWindow"), result);
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goto done;
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}
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} else if (usingXAML) {
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@ -1454,18 +1470,18 @@ D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
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NULL,
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&data->swapChain);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIFactory2::CreateSwapChainForComposition", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForComposition"), result);
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goto done;
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}
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#if WINAPI_FAMILY == WINAPI_FAMILY_APP
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result = ISwapChainBackgroundPanelNative_SetSwapChain(WINRT_GlobalSwapChainBackgroundPanelNative, (IDXGISwapChain *) data->swapChain);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ISwapChainBackgroundPanelNative::SetSwapChain", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ISwapChainBackgroundPanelNative::SetSwapChain"), result);
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goto done;
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}
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#else
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SDL_SetError(__FUNCTION__ ", XAML support is not yet available for Windows Phone");
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SDL_SetError(SDL_COMPOSE_ERROR("XAML support is not yet available for Windows Phone"));
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result = E_FAIL;
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goto done;
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#endif
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@ -1484,7 +1500,7 @@ D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
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&data->swapChain
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIFactory2::CreateSwapChainForHwnd", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForHwnd"), result);
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goto done;
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}
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@ -1545,7 +1561,7 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
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*/
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goto done;
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} else if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain::ResizeBuffers", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::ResizeBuffers"), result);
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goto done;
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}
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#endif
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@ -1576,7 +1592,7 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
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if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) {
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result = IDXGISwapChain1_SetRotation(data->swapChain, data->rotation);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain1::SetRotation", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::SetRotation"), result);
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goto done;
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}
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}
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@ -1588,7 +1604,7 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
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&backBuffer
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain::GetBuffer [back-buffer]", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::GetBuffer [back-buffer]"), result);
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goto done;
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}
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|
@ -1599,7 +1615,7 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
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&data->mainRenderTargetView
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device::CreateRenderTargetView", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device::CreateRenderTargetView"), result);
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goto done;
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}
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|
@ -1747,7 +1763,7 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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);
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if (FAILED(result)) {
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D3D11_DestroyTexture(renderer, texture);
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
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return -1;
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}
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|
@ -1765,7 +1781,7 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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);
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if (FAILED(result)) {
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D3D11_DestroyTexture(renderer, texture);
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
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return -1;
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}
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|
@ -1776,7 +1792,7 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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);
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if (FAILED(result)) {
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D3D11_DestroyTexture(renderer, texture);
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
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return -1;
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}
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}
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|
@ -1792,7 +1808,7 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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);
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if (FAILED(result)) {
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D3D11_DestroyTexture(renderer, texture);
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WIN_SetErrorFromHRESULT(__FUNCTION__ "ID3D11Device1::CreateShaderResourceView", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
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return -1;
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}
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|
@ -1804,7 +1820,7 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
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);
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if (FAILED(result)) {
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D3D11_DestroyTexture(renderer, texture);
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WIN_SetErrorFromHRESULT(__FUNCTION__ "ID3D11Device1::CreateShaderResourceView", result);
|
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
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return -1;
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}
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result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
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|
@ -1814,7 +1830,7 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
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);
|
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if (FAILED(result)) {
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D3D11_DestroyTexture(renderer, texture);
|
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WIN_SetErrorFromHRESULT(__FUNCTION__ "ID3D11Device1::CreateShaderResourceView", result);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
|
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return -1;
|
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}
|
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}
|
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|
@ -1831,7 +1847,7 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
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&textureData->mainTextureRenderTargetView);
|
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if (FAILED(result)) {
|
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D3D11_DestroyTexture(renderer, texture);
|
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRenderTargetView", result);
|
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRenderTargetView"), result);
|
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return -1;
|
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}
|
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}
|
||||
|
@ -1887,7 +1903,7 @@ D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Texture2D *tex
|
|||
NULL,
|
||||
&stagingTexture);
|
||||
if (FAILED(result)) {
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D [create staging texture]", result);
|
||||
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
@ -1900,7 +1916,7 @@ D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Texture2D *tex
|
|||
&textureMemory
|
||||
);
|
||||
if (FAILED(result)) {
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::Map [map staging texture]", result);
|
||||
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
|
||||
SAFE_RELEASE(stagingTexture);
|
||||
return -1;
|
||||
}
|
||||
|
@ -2062,7 +2078,7 @@ D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|||
NULL,
|
||||
&textureData->stagingTexture);
|
||||
if (FAILED(result)) {
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D [create staging texture]", result);
|
||||
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
@ -2075,7 +2091,7 @@ D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|||
&textureMemory
|
||||
);
|
||||
if (FAILED(result)) {
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::Map [map staging texture]", result);
|
||||
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
|
||||
SAFE_RELEASE(textureData->stagingTexture);
|
||||
return -1;
|
||||
}
|
||||
|
@ -2359,7 +2375,7 @@ D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
|
|||
&mappedResource
|
||||
);
|
||||
if (FAILED(result)) {
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::Map [vertex buffer]", result);
|
||||
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [vertex buffer]"), result);
|
||||
return -1;
|
||||
}
|
||||
SDL_memcpy(mappedResource.pData, vertexData, dataSizeInBytes);
|
||||
|
@ -2383,7 +2399,7 @@ D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
|
|||
&rendererData->vertexBuffer
|
||||
);
|
||||
if (FAILED(result)) {
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateBuffer [vertex buffer]", result);
|
||||
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex buffer]"), result);
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
@ -2853,7 +2869,7 @@ D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|||
&backBuffer
|
||||
);
|
||||
if (FAILED(result)) {
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain1::GetBuffer [get back buffer]", result);
|
||||
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::GetBuffer [get back buffer]"), result);
|
||||
goto done;
|
||||
}
|
||||
|
||||
|
@ -2870,7 +2886,7 @@ D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|||
NULL,
|
||||
&stagingTexture);
|
||||
if (FAILED(result)) {
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D [create staging texture]", result);
|
||||
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
|
||||
goto done;
|
||||
}
|
||||
|
||||
|
@ -2902,7 +2918,7 @@ D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|||
0,
|
||||
&textureMemory);
|
||||
if (FAILED(result)) {
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::Map [map staging texture]", result);
|
||||
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
|
||||
goto done;
|
||||
}
|
||||
|
||||
|
@ -2921,7 +2937,7 @@ D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|||
* Get the error message, and attach some extra data to it.
|
||||
*/
|
||||
char errorMessage[1024];
|
||||
SDL_snprintf(errorMessage, sizeof(errorMessage), __FUNCTION__ ", Convert Pixels failed: %s", SDL_GetError());
|
||||
SDL_snprintf(errorMessage, sizeof(errorMessage), "%s, Convert Pixels failed: %s", SDL_GetError());
|
||||
SDL_SetError("%s", errorMessage);
|
||||
goto done;
|
||||
}
|
||||
|
@ -2991,7 +3007,7 @@ D3D11_RenderPresent(SDL_Renderer * renderer)
|
|||
/* We probably went through a fullscreen <-> windowed transition */
|
||||
D3D11_CreateWindowSizeDependentResources(renderer);
|
||||
} else {
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain::Present", result);
|
||||
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue