Actually make use of the new CHECK functionality in DX9.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5734 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -97,17 +97,17 @@ void FramebufferManager::Create()
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{
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hr = s_efb_color_texture->GetSurfaceLevel(0, &s_efb_color_surface);
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}
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CHECK(hr, "Create Color Texture");
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CHECK(hr, "Create Color Texture (hr=%#x)", hr);
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hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
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D3DPOOL_DEFAULT, &s_efb_colorRead_texture, NULL);
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CHECK(hr, "Create Color Read Texture");
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CHECK(hr, "Create Color Read Texture (hr=%#x)", hr);
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if(s_efb_colorRead_texture)
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{
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s_efb_colorRead_texture->GetSurfaceLevel(0, &s_efb_color_ReadBuffer);
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}
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// Create an offscreen surface that we can lock to retrieve the data
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hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb_color_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb_color_OffScreenReadBuffer, NULL);
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CHECK(hr, "Create Color offScreen Surface");
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CHECK(hr, "Create Color offScreen Surface (hr=%#x)", hr);
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// Select Zbuffer format supported by hardware.
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if (g_ActiveConfig.bEFBAccessEnable)
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@ -128,7 +128,7 @@ void FramebufferManager::Create()
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if (!FAILED(hr))
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break;
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}
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CHECK(hr, "Depth Color Texture");
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CHECK(hr, "Depth Color Texture (hr=%#x)", hr);
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// Get the Surface
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if(s_efb_depth_texture)
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{
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@ -155,14 +155,14 @@ void FramebufferManager::Create()
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break;
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}
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CHECK(hr, "Create Depth Read texture");
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CHECK(hr, "Create Depth Read texture (hr=%#x)", hr);
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if(s_efb_depthRead_texture)
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{
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s_efb_depthRead_texture->GetSurfaceLevel(0, &s_efb_depth_ReadBuffer);
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}
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// Create an offscreen surface that we can lock to retrieve the data
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hr = D3D::dev->CreateOffscreenPlainSurface(4, 4, s_efb_depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb_depth_OffScreenReadBuffer, NULL);
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CHECK(hr, "Create Depth offScreen Surface");
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CHECK(hr, "Create Depth offScreen Surface (hr=%#x)", hr);
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delete [] DepthTexFormats;
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}
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else
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@ -170,7 +170,7 @@ void FramebufferManager::Create()
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s_efb_depth_surface_Format = D3DFMT_D24X8;
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hr = D3D::dev->CreateDepthStencilSurface(target_width, target_height, s_efb_depth_surface_Format,
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D3DMULTISAMPLE_NONE, 0, FALSE, &s_efb_depth_surface, NULL);
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CHECK(hr, "CreateDepthStencilSurface");
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CHECK(hr, "CreateDepthStencilSurface (hr=%#x)", hr);
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}
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}
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