GL back-end error refactor.
Adds explicit error handling to a few scoped state handler classes.
Otherwise mostly mechanical refactoring.
Bug: angleproject:2753
Change-Id: I2bf969a68f45880902b6e7902297c1340a76a1c4
Reviewed-on: https://chromium-review.googlesource.com/c/1255647
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/renderer/d3d/IndexBuffer.cpp b/src/libANGLE/renderer/d3d/IndexBuffer.cpp
index 565f730..1b52f64 100644
--- a/src/libANGLE/renderer/d3d/IndexBuffer.cpp
+++ b/src/libANGLE/renderer/d3d/IndexBuffer.cpp
@@ -75,9 +75,8 @@
{
// Protect against integer overflow
bool check = (mWritePosition + size < mWritePosition);
- ANGLE_CHECK_HR(GetImplAs<ContextD3D>(context), !check,
- "Mapping of internal index buffer would cause an integer overflow.",
- E_OUTOFMEMORY);
+ ANGLE_CHECK(GetImplAs<ContextD3D>(context), !check,
+ "Mapping of internal index buffer would cause an integer overflow.", E_OUTOFMEMORY);
angle::Result error = mIndexBuffer->mapBuffer(context, mWritePosition, size, outMappedMemory);
if (error == angle::Result::Stop())