Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
This commit is contained in:
@@ -64,7 +64,7 @@ static void *map_buffer(ID3D1XContext *ctx, ID3D11Buffer *buf, bool discard)
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HRESULT hr = ctx->Map(buf, 0, discard ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE, 0, &msr);
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if (FAILED(hr)) {
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report_d3d_error(hr, "Map", "of buffer");
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return nullptr;
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return NULL;
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} else
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return msr.pData;
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}
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@@ -76,12 +76,12 @@ static void unmap_buffer(ID3D1XContext *ctx, ID3D11Buffer *buf)
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static RADINLINE void set_pixel_shader(ID3D11DeviceContext *ctx, ID3D11PixelShader *shader)
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{
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ctx->PSSetShader(shader, nullptr, 0);
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ctx->PSSetShader(shader, NULL, 0);
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}
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static RADINLINE void set_vertex_shader(ID3D11DeviceContext *ctx, ID3D11VertexShader *shader)
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{
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ctx->VSSetShader(shader, nullptr, 0);
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ctx->VSSetShader(shader, NULL, 0);
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}
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static ID3D11BlendState *create_blend_state(ID3D11Device *dev, BOOL blend, D3D11_BLEND src, D3D11_BLEND dst)
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@@ -100,7 +100,7 @@ static ID3D11BlendState *create_blend_state(ID3D11Device *dev, BOOL blend, D3D11
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HRESULT hr = dev->CreateBlendState(&desc, &res);
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if (FAILED(hr)) {
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report_d3d_error(hr, "CreateBlendState", "");
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res = nullptr;
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res = NULL;
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}
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return res;
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@@ -113,10 +113,10 @@ static void create_pixel_shader(ProgramWithCachedVariableLocations *p, ProgramWi
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{
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*p = *src;
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if(p->bytecode) {
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HRESULT hr = gdraw->d3d_device->CreatePixelShader(p->bytecode, p->size, nullptr, &p->pshader);
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HRESULT hr = gdraw->d3d_device->CreatePixelShader(p->bytecode, p->size, NULL, &p->pshader);
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if (FAILED(hr)) {
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report_d3d_error(hr, "CreatePixelShader", "");
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p->pshader = nullptr;
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p->pshader = NULL;
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return;
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}
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}
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@@ -126,10 +126,10 @@ static void create_vertex_shader(ProgramWithCachedVariableLocations *p, ProgramW
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{
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*p = *src;
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if(p->bytecode) {
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HRESULT hr = gdraw->d3d_device->CreateVertexShader(p->bytecode, p->size, nullptr, &p->vshader);
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HRESULT hr = gdraw->d3d_device->CreateVertexShader(p->bytecode, p->size, NULL, &p->vshader);
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if (FAILED(hr)) {
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report_d3d_error(hr, "CreateVertexShader", "");
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p->vshader = nullptr;
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p->vshader = NULL;
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return;
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}
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}
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