From b7e45f8a1ab9b49b8a9c4b38a21bd5523f48fe61 Mon Sep 17 00:00:00 2001 From: Sam Lantinga Date: Sat, 1 Oct 2016 10:28:00 -0700 Subject: [PATCH] Fixed bug 3336 - Failure to build with MinGW-w64 Kai Sterker There are already patches available from mingw64 that fix the issue https://github.com/Alexpux/MINGW-packages/tree/master/mingw-w64-SDL2 With those applied, I could compile SDL2 without problems. But of course, it would be preferable if SDL built cleanly from source. --- include/SDL_stdinc.h | 7 ++ src/render/direct3d11/SDL_render_d3d11.c | 108 +++++++++++++---------- 2 files changed, 69 insertions(+), 46 deletions(-) diff --git a/include/SDL_stdinc.h b/include/SDL_stdinc.h index 887bcd2d46281..02c9e13997f7b 100644 --- a/include/SDL_stdinc.h +++ b/include/SDL_stdinc.h @@ -93,6 +93,13 @@ #define SDL_arraysize(array) (sizeof(array)/sizeof(array[0])) #define SDL_TABLESIZE(table) SDL_arraysize(table) +/** + * Macro useful for building other macros with strings in them + * + * e.g. #define LOG_ERROR(X) OutputDebugString(SDL_STRINGIFY_ARG(__FUNCTION__) ": " X "\n") + */ +#define SDL_STRINGIFY_ARG(arg) #arg + /** * \name Cast operators * diff --git a/src/render/direct3d11/SDL_render_d3d11.c b/src/render/direct3d11/SDL_render_d3d11.c index a48eacee73c74..c9cffc2a54aae 100644 --- a/src/render/direct3d11/SDL_render_d3d11.c +++ b/src/render/direct3d11/SDL_render_d3d11.c @@ -51,6 +51,8 @@ extern ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNat #endif /* __WINRT__ */ +#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str + #define SAFE_RELEASE(X) if ((X)) { IUnknown_Release(SDL_static_cast(IUnknown*, X)); X = NULL; } @@ -137,13 +139,27 @@ typedef struct /* Defined here so we don't have to include uuid.lib */ +#ifndef __IDXGIFactory2_INTERFACE_DEFINED__ static const GUID IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } }; +#endif +#ifndef __IDXGIDevice1_INTERFACE_DEFINED__ static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } }; +#endif +#ifndef __IDXGIDevice3_INTERFACE_DEFINED__ static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } }; +#endif +#ifndef __ID3D11Texture2D_INTERFACE_DEFINED__ static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } }; +#endif +#ifndef __ID3D11Device1_INTERFACE_DEFINED__ static const GUID IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } }; +#endif +#ifndef __ID3D11DeviceContext1_INTERFACE_DEFINED__ static const GUID IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } }; +#endif +#ifndef __ID3D11Debug_INTERFACE_DEFINED__ static const GUID IID_ID3D11Debug = { 0x79cf2233, 0x7536, 0x4948, { 0x9d, 0x36, 0x1e, 0x46, 0x92, 0xdc, 0x57, 0x60 } }; +#endif /* Direct3D 11.x shaders @@ -961,7 +977,7 @@ D3D11_CreateBlendMode(SDL_Renderer * renderer, blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; result = ID3D11Device_CreateBlendState(data->d3dDevice, &blendDesc, blendStateOutput); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateBlendState", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBlendState"), result); return result; } @@ -1043,14 +1059,14 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer) result = CreateDXGIFactoryFunc(&IID_IDXGIFactory2, &data->dxgiFactory); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", CreateDXGIFactory", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateDXGIFactory"), result); goto done; } /* FIXME: Should we use the default adapter? */ result = IDXGIFactory2_EnumAdapters(data->dxgiFactory, 0, &data->dxgiAdapter); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", D3D11CreateDevice", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result); goto done; } @@ -1079,25 +1095,25 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer) &d3dContext /* Returns the device immediate context. */ ); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", D3D11CreateDevice", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result); goto done; } result = ID3D11Device_QueryInterface(d3dDevice, &IID_ID3D11Device1, &data->d3dDevice); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device to ID3D11Device1", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to ID3D11Device1"), result); goto done; } result = ID3D11DeviceContext_QueryInterface(d3dContext, &IID_ID3D11DeviceContext1, &data->d3dContext); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext to ID3D11DeviceContext1", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext to ID3D11DeviceContext1"), result); goto done; } result = ID3D11Device_QueryInterface(d3dDevice, &IID_IDXGIDevice1, &dxgiDevice); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device to IDXGIDevice1", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to IDXGIDevice1"), result); goto done; } @@ -1106,7 +1122,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer) */ result = IDXGIDevice1_SetMaximumFrameLatency(dxgiDevice, 1); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIDevice1::SetMaximumFrameLatency", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIDevice1::SetMaximumFrameLatency"), result); goto done; } @@ -1135,7 +1151,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer) break; default: - SDL_SetError(__FUNCTION__ ", Unexpected feature level: %d", data->featureLevel); + SDL_SetError("%s, Unexpected feature level: %d", __FUNCTION__, data->featureLevel); result = E_FAIL; goto done; } @@ -1148,7 +1164,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer) &data->vertexShader ); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateVertexShader", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateVertexShader"), result); goto done; } @@ -1161,7 +1177,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer) &data->inputLayout ); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateInputLayout", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateInputLayout"), result); goto done; } @@ -1173,7 +1189,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer) &data->colorPixelShader ); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreatePixelShader ['color' shader]", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreatePixelShader ['color' shader]"), result); goto done; } @@ -1184,7 +1200,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer) &data->texturePixelShader ); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreatePixelShader ['textures' shader]", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreatePixelShader ['textures' shader]"), result); goto done; } @@ -1195,7 +1211,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer) &data->yuvPixelShader ); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreatePixelShader ['yuv' shader]", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreatePixelShader ['yuv' shader]"), result); goto done; } @@ -1210,7 +1226,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer) &data->vertexShaderConstants ); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateBuffer [vertex shader constants]", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex shader constants]"), result); goto done; } @@ -1230,7 +1246,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer) &data->nearestPixelSampler ); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateSamplerState [nearest-pixel filter]", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [nearest-pixel filter]"), result); goto done; } @@ -1240,7 +1256,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer) &data->linearSampler ); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateSamplerState [linear filter]", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [linear filter]"), result); goto done; } @@ -1258,14 +1274,14 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer) rasterDesc.SlopeScaledDepthBias = 0.0f; result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->mainRasterizer); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRasterizerState [main rasterizer]", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [main rasterizer]"), result); goto done; } rasterDesc.ScissorEnable = TRUE; result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->clippedRasterizer); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRasterizerState [clipped rasterizer]", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [clipped rasterizer]"), result); goto done; } @@ -1444,7 +1460,7 @@ D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h) &data->swapChain ); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIFactory2::CreateSwapChainForCoreWindow", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForCoreWindow"), result); goto done; } } else if (usingXAML) { @@ -1454,18 +1470,18 @@ D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h) NULL, &data->swapChain); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIFactory2::CreateSwapChainForComposition", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForComposition"), result); goto done; } #if WINAPI_FAMILY == WINAPI_FAMILY_APP result = ISwapChainBackgroundPanelNative_SetSwapChain(WINRT_GlobalSwapChainBackgroundPanelNative, (IDXGISwapChain *) data->swapChain); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ISwapChainBackgroundPanelNative::SetSwapChain", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ISwapChainBackgroundPanelNative::SetSwapChain"), result); goto done; } #else - SDL_SetError(__FUNCTION__ ", XAML support is not yet available for Windows Phone"); + SDL_SetError(SDL_COMPOSE_ERROR("XAML support is not yet available for Windows Phone")); result = E_FAIL; goto done; #endif @@ -1484,7 +1500,7 @@ D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h) &data->swapChain ); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIFactory2::CreateSwapChainForHwnd", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForHwnd"), result); goto done; } @@ -1545,7 +1561,7 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer) */ goto done; } else if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain::ResizeBuffers", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::ResizeBuffers"), result); goto done; } #endif @@ -1576,7 +1592,7 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer) if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) { result = IDXGISwapChain1_SetRotation(data->swapChain, data->rotation); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain1::SetRotation", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::SetRotation"), result); goto done; } } @@ -1588,7 +1604,7 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer) &backBuffer ); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain::GetBuffer [back-buffer]", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::GetBuffer [back-buffer]"), result); goto done; } @@ -1599,7 +1615,7 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer) &data->mainRenderTargetView ); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device::CreateRenderTargetView", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device::CreateRenderTargetView"), result); goto done; } @@ -1747,7 +1763,7 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) ); if (FAILED(result)) { D3D11_DestroyTexture(renderer, texture); - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result); return -1; } @@ -1765,7 +1781,7 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) ); if (FAILED(result)) { D3D11_DestroyTexture(renderer, texture); - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result); return -1; } @@ -1776,7 +1792,7 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) ); if (FAILED(result)) { D3D11_DestroyTexture(renderer, texture); - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result); return -1; } } @@ -1792,7 +1808,7 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) ); if (FAILED(result)) { D3D11_DestroyTexture(renderer, texture); - WIN_SetErrorFromHRESULT(__FUNCTION__ "ID3D11Device1::CreateShaderResourceView", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result); return -1; } @@ -1804,7 +1820,7 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) ); if (FAILED(result)) { D3D11_DestroyTexture(renderer, texture); - WIN_SetErrorFromHRESULT(__FUNCTION__ "ID3D11Device1::CreateShaderResourceView", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result); return -1; } result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice, @@ -1814,7 +1830,7 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) ); if (FAILED(result)) { D3D11_DestroyTexture(renderer, texture); - WIN_SetErrorFromHRESULT(__FUNCTION__ "ID3D11Device1::CreateShaderResourceView", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result); return -1; } } @@ -1831,7 +1847,7 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) &textureData->mainTextureRenderTargetView); if (FAILED(result)) { D3D11_DestroyTexture(renderer, texture); - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRenderTargetView", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRenderTargetView"), result); return -1; } } @@ -1887,7 +1903,7 @@ D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Texture2D *tex NULL, &stagingTexture); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D [create staging texture]", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result); return -1; } @@ -1900,7 +1916,7 @@ D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Texture2D *tex &textureMemory ); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::Map [map staging texture]", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result); SAFE_RELEASE(stagingTexture); return -1; } @@ -2062,7 +2078,7 @@ D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, NULL, &textureData->stagingTexture); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D [create staging texture]", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result); return -1; } @@ -2075,7 +2091,7 @@ D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, &textureMemory ); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::Map [map staging texture]", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result); SAFE_RELEASE(textureData->stagingTexture); return -1; } @@ -2359,7 +2375,7 @@ D3D11_UpdateVertexBuffer(SDL_Renderer *renderer, &mappedResource ); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::Map [vertex buffer]", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [vertex buffer]"), result); return -1; } SDL_memcpy(mappedResource.pData, vertexData, dataSizeInBytes); @@ -2383,7 +2399,7 @@ D3D11_UpdateVertexBuffer(SDL_Renderer *renderer, &rendererData->vertexBuffer ); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateBuffer [vertex buffer]", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex buffer]"), result); return -1; } @@ -2853,7 +2869,7 @@ D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, &backBuffer ); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain1::GetBuffer [get back buffer]", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::GetBuffer [get back buffer]"), result); goto done; } @@ -2870,7 +2886,7 @@ D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, NULL, &stagingTexture); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D [create staging texture]", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result); goto done; } @@ -2902,7 +2918,7 @@ D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, 0, &textureMemory); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::Map [map staging texture]", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result); goto done; } @@ -2921,7 +2937,7 @@ D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, * Get the error message, and attach some extra data to it. */ char errorMessage[1024]; - SDL_snprintf(errorMessage, sizeof(errorMessage), __FUNCTION__ ", Convert Pixels failed: %s", SDL_GetError()); + SDL_snprintf(errorMessage, sizeof(errorMessage), "%s, Convert Pixels failed: %s", SDL_GetError()); SDL_SetError("%s", errorMessage); goto done; } @@ -2991,7 +3007,7 @@ D3D11_RenderPresent(SDL_Renderer * renderer) /* We probably went through a fullscreen <-> windowed transition */ D3D11_CreateWindowSizeDependentResources(renderer); } else { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain::Present", result); + WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result); } } }