Remove D3D9 header included in the D3D11 path, and some references to D3DERR.

TRAC #22499 Signed-off-by: Geoff Lang Signed-off-by: Nicolas Capens Author: Jamie Madill git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1902 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent a9a509e0
......@@ -205,8 +205,6 @@ RenderTarget11::RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height
return;
}
HRESULT result = D3DERR_INVALIDCALL;
if (width > 0 && height > 0)
{
// Create texture resource
......@@ -226,7 +224,7 @@ RenderTarget11::RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height
ID3D11Device *device = mRenderer->getDevice();
HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
if (result == E_OUTOFMEMORY)
{
gl::error(GL_OUT_OF_MEMORY);
return;
......@@ -242,7 +240,7 @@ RenderTarget11::RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height
dsvDesc.Flags = 0;
result = device->CreateDepthStencilView(mTexture, &dsvDesc, &mDepthStencil);
if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
if (result == E_OUTOFMEMORY)
{
mTexture->Release();
mTexture = NULL;
......@@ -258,7 +256,7 @@ RenderTarget11::RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height
rtvDesc.Texture2D.MipSlice = 0;
result = device->CreateRenderTargetView(mTexture, &rtvDesc, &mRenderTarget);
if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
if (result == E_OUTOFMEMORY)
{
mTexture->Release();
mTexture = NULL;
......@@ -274,7 +272,7 @@ RenderTarget11::RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height
srvDesc.Texture2D.MipLevels = 1;
result = device->CreateShaderResourceView(mTexture, &srvDesc, &mShaderResource);
if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
if (result == E_OUTOFMEMORY)
{
mTexture->Release();
mTexture = NULL;
......
......@@ -13,7 +13,6 @@
#define GL_APICALL
#include <GLES2/gl2.h>
#include <d3d9.h>
#include "common/debug.h"
......
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