wined3d: Setting render target 0 to NULL in an application error.
authorHenri Verbeet <hverbeet@codeweavers.com>
Tue, 27 Jul 2010 10:54:52 +0000 (12:54 +0200)
committerAlexandre Julliard <julliard@winehq.org>
Wed, 28 Jul 2010 10:22:55 +0000 (12:22 +0200)
dlls/wined3d/device.c

index be473d7cd81508da3c8ed44995f63ed23d00b749..11a6b9a5183c23a6fcf7e323c50ed5092adadb8b 100644 (file)
@@ -5758,14 +5758,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface,
         return WINED3DERR_INVALIDCALL;
     }
 
-    /* MSDN says that null disables the render target
-    but a device must always be associated with a render target
-    nope MSDN says that we return invalid call to a null rendertarget with an index of 0
-    */
-    if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
-        FIXME("Trying to set render target 0 to NULL\n");
+    /* Render target 0 can't be set to NULL. */
+    if (!pRenderTarget && !RenderTargetIndex)
+    {
+        WARN("Trying to set render target 0 to NULL.\n");
         return WINED3DERR_INVALIDCALL;
     }
+
     if (pRenderTarget && !(((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
         FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of WINED3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
         return WINED3DERR_INVALIDCALL;