mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-10-06 18:06:26 +00:00
re-use return value of SDL_SetError/WIN_SetErrorFromHRESULT/SDL_OutOfMemory
This commit is contained in:
@@ -584,8 +584,7 @@ D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
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if (!texturedata) {
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SDL_SetError("Texture is not currently available");
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return -1;
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return SDL_SetError("Texture is not currently available");
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}
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if (D3D_UpdateTextureRep(data->device, &texturedata->texture, rect->x, rect->y, rect->w, rect->h, pixels, pitch) < 0) {
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@@ -621,8 +620,7 @@ D3D_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
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D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
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if (!texturedata) {
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SDL_SetError("Texture is not currently available");
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return -1;
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return SDL_SetError("Texture is not currently available");
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}
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if (D3D_UpdateTextureRep(data->device, &texturedata->texture, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) {
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@@ -647,8 +645,7 @@ D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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IDirect3DDevice9 *device = data->device;
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if (!texturedata) {
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SDL_SetError("Texture is not currently available");
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return -1;
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return SDL_SetError("Texture is not currently available");
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}
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texturedata->locked_rect = *rect;
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@@ -756,8 +753,7 @@ D3D_SetRenderTargetInternal(SDL_Renderer * renderer, SDL_Texture * texture)
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texturedata = (D3D_TextureData *)texture->driverdata;
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if (!texturedata) {
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SDL_SetError("Texture is not currently available");
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return -1;
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return SDL_SetError("Texture is not currently available");
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}
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/* Make sure the render target is updated if it was locked and written to */
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@@ -942,8 +938,7 @@ SetupTextureState(D3D_RenderData *data, SDL_Texture * texture, LPDIRECT3DPIXELSH
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SDL_assert(*shader == NULL);
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if (!texturedata) {
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SDL_SetError("Texture is not currently available");
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return -1;
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return SDL_SetError("Texture is not currently available");
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}
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UpdateTextureScaleMode(data, texturedata, 0);
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@@ -1114,8 +1114,7 @@ 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(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
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return -1;
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
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}
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if (texture->format == SDL_PIXELFORMAT_YV12 ||
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@@ -1132,8 +1131,7 @@ 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(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
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return -1;
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
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}
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result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
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@@ -1143,8 +1141,7 @@ 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(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
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return -1;
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
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}
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}
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@@ -1165,8 +1162,7 @@ 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(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
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return -1;
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
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}
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}
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@@ -1181,8 +1177,7 @@ 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(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
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return -1;
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
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}
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if (textureData->yuv) {
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@@ -1193,8 +1188,7 @@ 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(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
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return -1;
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
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}
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result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
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(ID3D11Resource *)textureData->mainTextureV,
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@@ -1203,8 +1197,7 @@ 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(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
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return -1;
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
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}
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}
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@@ -1220,8 +1213,7 @@ 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(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
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return -1;
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
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}
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}
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@@ -1237,8 +1229,7 @@ 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(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRenderTargetView"), result);
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return -1;
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRenderTargetView"), result);
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}
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}
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@@ -1295,8 +1286,7 @@ D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Texture2D *tex
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NULL,
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&stagingTexture);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
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return -1;
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
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}
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/* Get a write-only pointer to data in the staging texture: */
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@@ -1308,9 +1298,8 @@ D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Texture2D *tex
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&textureMemory
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
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SAFE_RELEASE(stagingTexture);
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return -1;
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
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}
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src = (const Uint8 *)pixels;
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@@ -1362,8 +1351,7 @@ D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
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if (!textureData) {
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SDL_SetError("Texture is not currently available");
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return -1;
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return SDL_SetError("Texture is not currently available");
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}
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if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch) < 0) {
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@@ -1408,8 +1396,7 @@ D3D11_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
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D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
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if (!textureData) {
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SDL_SetError("Texture is not currently available");
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return -1;
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return SDL_SetError("Texture is not currently available");
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}
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if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) {
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@@ -1434,8 +1421,7 @@ D3D11_UpdateTextureNV(SDL_Renderer * renderer, SDL_Texture * texture,
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D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
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if (!textureData) {
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SDL_SetError("Texture is not currently available");
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return -1;
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return SDL_SetError("Texture is not currently available");
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}
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if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) {
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@@ -1460,8 +1446,7 @@ D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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D3D11_MAPPED_SUBRESOURCE textureMemory;
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if (!textureData) {
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SDL_SetError("Texture is not currently available");
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return -1;
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return SDL_SetError("Texture is not currently available");
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}
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if (textureData->yuv || textureData->nv12) {
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@@ -1505,8 +1490,7 @@ D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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NULL,
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&textureData->stagingTexture);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
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return -1;
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
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}
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/* Get a write-only pointer to data in the staging texture: */
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@@ -1518,9 +1502,8 @@ D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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&textureMemory
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
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SAFE_RELEASE(textureData->stagingTexture);
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return -1;
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
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}
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/* Make note of where the staging texture will be written to
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@@ -1718,8 +1701,7 @@ D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
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&mappedResource
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [vertex buffer]"), result);
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return -1;
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [vertex buffer]"), result);
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}
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SDL_memcpy(mappedResource.pData, vertexData, dataSizeInBytes);
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ID3D11DeviceContext_Unmap(rendererData->d3dContext, (ID3D11Resource *)rendererData->vertexBuffers[vbidx], 0);
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@@ -1746,8 +1728,7 @@ D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
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&rendererData->vertexBuffers[vbidx]
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex buffer]"), result);
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return -1;
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex buffer]"), result);
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}
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rendererData->vertexBufferSizes[vbidx] = dataSizeInBytes;
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@@ -442,8 +442,8 @@ TextureSpillLRU(PSP_RenderData* data, size_t wanted) {
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}
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LRUTargetRemove(data, lru);
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} else {
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SDL_SetError("Could not spill more VRAM to system memory. VRAM : %dKB,(%dKB), wanted %dKB", vmemavail()/1024, vlargestblock()/1024, wanted/1024);
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return -1; //Asked to spill but there nothing to spill
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// Asked to spill but there nothing to spill
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return SDL_SetError("Could not spill more VRAM to system memory. VRAM : %dKB,(%dKB), wanted %dKB", vmemavail()/1024, vlargestblock()/1024, wanted/1024);
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}
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return 0;
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}
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@@ -99,8 +99,7 @@ SW_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
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return 0;
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}
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SDL_SetError("Software renderer doesn't have an output surface");
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return -1;
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return SDL_SetError("Software renderer doesn't have an output surface");
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}
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static int
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