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
This commit is contained in:
NeoBrainX 2010-06-18 14:18:09 +00:00
parent 0649bf2a00
commit ca1a5e9228
1 changed files with 7 additions and 7 deletions

View File

@ -97,17 +97,17 @@ void FramebufferManager::Create()
{ {
hr = s_efb_color_texture->GetSurfaceLevel(0, &s_efb_color_surface); hr = s_efb_color_texture->GetSurfaceLevel(0, &s_efb_color_surface);
} }
CHECK(hr, "Create Color Texture"); CHECK(hr, "Create Color Texture (hr=%#x)", hr);
hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format, hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
D3DPOOL_DEFAULT, &s_efb_colorRead_texture, NULL); D3DPOOL_DEFAULT, &s_efb_colorRead_texture, NULL);
CHECK(hr, "Create Color Read Texture"); CHECK(hr, "Create Color Read Texture (hr=%#x)", hr);
if(s_efb_colorRead_texture) if(s_efb_colorRead_texture)
{ {
s_efb_colorRead_texture->GetSurfaceLevel(0, &s_efb_color_ReadBuffer); s_efb_colorRead_texture->GetSurfaceLevel(0, &s_efb_color_ReadBuffer);
} }
// Create an offscreen surface that we can lock to retrieve the data // Create an offscreen surface that we can lock to retrieve the data
hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb_color_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb_color_OffScreenReadBuffer, NULL); hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb_color_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb_color_OffScreenReadBuffer, NULL);
CHECK(hr, "Create Color offScreen Surface"); CHECK(hr, "Create Color offScreen Surface (hr=%#x)", hr);
// Select Zbuffer format supported by hardware. // Select Zbuffer format supported by hardware.
if (g_ActiveConfig.bEFBAccessEnable) if (g_ActiveConfig.bEFBAccessEnable)
@ -128,7 +128,7 @@ void FramebufferManager::Create()
if (!FAILED(hr)) if (!FAILED(hr))
break; break;
} }
CHECK(hr, "Depth Color Texture"); CHECK(hr, "Depth Color Texture (hr=%#x)", hr);
// Get the Surface // Get the Surface
if(s_efb_depth_texture) if(s_efb_depth_texture)
{ {
@ -155,14 +155,14 @@ void FramebufferManager::Create()
break; break;
} }
CHECK(hr, "Create Depth Read texture"); CHECK(hr, "Create Depth Read texture (hr=%#x)", hr);
if(s_efb_depthRead_texture) if(s_efb_depthRead_texture)
{ {
s_efb_depthRead_texture->GetSurfaceLevel(0, &s_efb_depth_ReadBuffer); s_efb_depthRead_texture->GetSurfaceLevel(0, &s_efb_depth_ReadBuffer);
} }
// Create an offscreen surface that we can lock to retrieve the data // Create an offscreen surface that we can lock to retrieve the data
hr = D3D::dev->CreateOffscreenPlainSurface(4, 4, s_efb_depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb_depth_OffScreenReadBuffer, NULL); hr = D3D::dev->CreateOffscreenPlainSurface(4, 4, s_efb_depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb_depth_OffScreenReadBuffer, NULL);
CHECK(hr, "Create Depth offScreen Surface"); CHECK(hr, "Create Depth offScreen Surface (hr=%#x)", hr);
delete [] DepthTexFormats; delete [] DepthTexFormats;
} }
else else
@ -170,7 +170,7 @@ void FramebufferManager::Create()
s_efb_depth_surface_Format = D3DFMT_D24X8; s_efb_depth_surface_Format = D3DFMT_D24X8;
hr = D3D::dev->CreateDepthStencilSurface(target_width, target_height, s_efb_depth_surface_Format, hr = D3D::dev->CreateDepthStencilSurface(target_width, target_height, s_efb_depth_surface_Format,
D3DMULTISAMPLE_NONE, 0, FALSE, &s_efb_depth_surface, NULL); D3DMULTISAMPLE_NONE, 0, FALSE, &s_efb_depth_surface, NULL);
CHECK(hr, "CreateDepthStencilSurface"); CHECK(hr, "CreateDepthStencilSurface (hr=%#x)", hr);
} }
} }