On 15 July 2014 16:47, Stefan Dösinger stefan@codeweavers.com wrote:
-static HRESULT WINAPI ddraw_surface7_SetPriority(IDirectDrawSurface7 *iface, DWORD Priority) +static HRESULT WINAPI ddraw_surface7_SetPriority(IDirectDrawSurface7 *iface, DWORD priority) { struct ddraw_surface *surface = impl_from_IDirectDrawSurface7(iface);
- DWORD managed = DDSCAPS2_TEXTUREMANAGE | DDSCAPS2_D3DTEXTUREMANAGE; HRESULT hr;
- TRACE("iface %p, priority %u.\n", iface, Priority);
TRACE("iface %p, priority %u.\n", iface, priority);
wined3d_mutex_lock();
- hr = wined3d_surface_set_priority(surface->wined3d_surface, Priority);
/* No need to check for offscreen plain surfaces or mipmap sublevels. SetPriority
* calls on such surfaces segfault on Windows. */
if (!(surface->surface_desc.ddsCaps.dwCaps2 & managed))
{
WARN("Called on non-managed texture returning DDERR_INVALIDPARAMS.\n");
hr = DDERR_INVALIDPARAMS;
}
else
hr = wined3d_surface_set_priority(surface->wined3d_surface, priority);
wined3d_mutex_unlock();
return hr;
}
The existing code already had this of course, but note that wined3d_surface_set_priority() returns the previous priority.