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ddraw: Restructure ddraw_surface_create_wined3d_texture() to avoid gotos.
And, more saliently, to allow moving more common code to the end of the function.
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@ -6014,8 +6014,7 @@ static HRESULT ddraw_surface_create_wined3d_texture(struct ddraw *ddraw,
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{
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struct wined3d_device *wined3d_device = ddraw->wined3d_device;
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const DDSURFACEDESC2 *desc = &texture->surface_desc;
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struct wined3d_resource_desc draw_texture_desc;
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struct wined3d_texture *draw_texture;
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struct wined3d_texture *draw_texture = NULL;
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struct ddraw_surface *parent;
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unsigned int bind_flags;
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unsigned int i;
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@ -6055,21 +6054,21 @@ static HRESULT ddraw_surface_create_wined3d_texture(struct ddraw *ddraw,
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else if (desc->ddsCaps.dwCaps & DDSCAPS_3DDEVICE)
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bind_flags |= WINED3D_BIND_RENDER_TARGET;
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if (!need_draw_texture(bind_flags, wined3d_desc))
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goto no_draw_texture;
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draw_texture_desc = *wined3d_desc;
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draw_texture_desc.bind_flags = bind_flags;
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draw_texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
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draw_texture_desc.usage = WINED3DUSAGE_PRIVATE;
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if (FAILED(hr = wined3d_texture_create(wined3d_device, &draw_texture_desc, layers,
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levels, 0, NULL, texture, &ddraw_texture_wined3d_parent_ops, &draw_texture)))
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if (need_draw_texture(bind_flags, wined3d_desc))
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{
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WARN("Failed to create draw texture, hr %#lx.\n", hr);
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goto no_draw_texture;
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struct wined3d_resource_desc draw_texture_desc;
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draw_texture_desc = *wined3d_desc;
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draw_texture_desc.bind_flags = bind_flags;
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draw_texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
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draw_texture_desc.usage = WINED3DUSAGE_PRIVATE;
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if (SUCCEEDED(hr = wined3d_texture_create(wined3d_device, &draw_texture_desc, layers,
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levels, 0, NULL, texture, &ddraw_texture_wined3d_parent_ops, &draw_texture)))
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wined3d_texture_decref(draw_texture);
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else
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WARN("Failed to create draw texture, hr %#lx.\n", hr);
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}
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wined3d_texture_decref(draw_texture);
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/* Some applications assume surfaces will always be mapped at the same
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* address. Some of those also assume that this address is valid even when
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@ -6077,40 +6076,47 @@ static HRESULT ddraw_surface_create_wined3d_texture(struct ddraw *ddraw,
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* visible on the screen. The game Nox is such an application,
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* Commandos: Behind Enemy Lines is another. Setting
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* WINED3D_TEXTURE_CREATE_GET_DC_LENIENT will ensure this. */
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if (FAILED(hr = wined3d_texture_create(wined3d_device, wined3d_desc, layers, levels,
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WINED3D_TEXTURE_CREATE_GET_DC_LENIENT, NULL, NULL, &ddraw_null_wined3d_parent_ops,
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wined3d_texture)))
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{
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parent = wined3d_texture_get_sub_resource_parent(draw_texture, 0);
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if (texture->version == 7)
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IDirectDrawSurface7_Release(&parent->IDirectDrawSurface7_iface);
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else if (texture->version == 4)
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IDirectDrawSurface4_Release(&parent->IDirectDrawSurface4_iface);
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else
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IDirectDrawSurface_Release(&parent->IDirectDrawSurface_iface);
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return hr;
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}
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wined3d_resource_set_parent(wined3d_texture_get_resource(*wined3d_texture), texture);
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for (i = 0; i < layers * levels; ++i)
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{
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parent = wined3d_texture_get_sub_resource_parent(draw_texture, i);
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assert(parent->wined3d_texture == draw_texture);
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parent->draw_texture = draw_texture;
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parent->wined3d_texture = *wined3d_texture;
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wined3d_texture_set_sub_resource_parent(*wined3d_texture, i, parent);
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wined3d_texture_incref(*wined3d_texture);
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}
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wined3d_texture_decref(*wined3d_texture);
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TRACE("Surface %p, created draw_texture %p, wined3d_texture %p.\n",
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wined3d_texture_get_sub_resource_parent(draw_texture, 0), draw_texture, wined3d_texture);
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return D3D_OK;
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no_draw_texture:
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if (SUCCEEDED(hr = wined3d_texture_create(wined3d_device, wined3d_desc, layers, levels,
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WINED3D_TEXTURE_CREATE_GET_DC_LENIENT, NULL, texture, &ddraw_texture_wined3d_parent_ops,
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wined3d_texture)))
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wined3d_texture_decref(*wined3d_texture);
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return hr;
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if (draw_texture)
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{
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if (FAILED(hr = wined3d_texture_create(wined3d_device, wined3d_desc,
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layers, levels, WINED3D_TEXTURE_CREATE_GET_DC_LENIENT, NULL,
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NULL, &ddraw_null_wined3d_parent_ops, wined3d_texture)))
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{
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parent = wined3d_texture_get_sub_resource_parent(draw_texture, 0);
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if (texture->version == 7)
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IDirectDrawSurface7_Release(&parent->IDirectDrawSurface7_iface);
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else if (texture->version == 4)
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IDirectDrawSurface4_Release(&parent->IDirectDrawSurface4_iface);
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else
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IDirectDrawSurface_Release(&parent->IDirectDrawSurface_iface);
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return hr;
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}
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wined3d_resource_set_parent(wined3d_texture_get_resource(*wined3d_texture), texture);
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for (i = 0; i < layers * levels; ++i)
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{
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parent = wined3d_texture_get_sub_resource_parent(draw_texture, i);
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assert(parent->wined3d_texture == draw_texture);
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parent->draw_texture = draw_texture;
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parent->wined3d_texture = *wined3d_texture;
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wined3d_texture_set_sub_resource_parent(*wined3d_texture, i, parent);
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wined3d_texture_incref(*wined3d_texture);
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}
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}
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else
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{
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if (FAILED(hr = wined3d_texture_create(wined3d_device, wined3d_desc,
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layers, levels, WINED3D_TEXTURE_CREATE_GET_DC_LENIENT, NULL,
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texture, &ddraw_texture_wined3d_parent_ops, wined3d_texture)))
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return hr;
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}
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wined3d_texture_decref(*wined3d_texture);
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TRACE("Surface %p, created draw_texture %p, wined3d_texture %p.\n",
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wined3d_texture_get_sub_resource_parent(*wined3d_texture, 0), draw_texture, *wined3d_texture);
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return D3D_OK;
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}
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HRESULT ddraw_surface_create(struct ddraw *ddraw, const DDSURFACEDESC2 *surface_desc,
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