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Made IDirect3DDevice9::GetAvailableTextureMem() less error prone, based on feedback from GreatLord
svn path=/trunk/; revision=33304
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@ -95,6 +95,7 @@ static UINT WINAPI IDirect3DDevice9Impl_GetAvailableTextureMem(LPDIRECT3DDEVICE9
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memset(&ddGetAvailDriverMemoryData, 0, sizeof(ddGetAvailDriverMemoryData));
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memset(&ddGetAvailDriverMemoryData, 0, sizeof(ddGetAvailDriverMemoryData));
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ddGetAvailDriverMemoryData.lpDD = (LPDDRAWI_DIRECTDRAW_GBL)&This->DeviceData[0].pUnknown6BC->hDD;
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ddGetAvailDriverMemoryData.lpDD = (LPDDRAWI_DIRECTDRAW_GBL)&This->DeviceData[0].pUnknown6BC->hDD;
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ddGetAvailDriverMemoryData.ddRVal = DDERR_GENERIC;
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if (DDHAL_DRIVER_HANDLED == (*This->DeviceData[0].D3D9Callbacks.DdGetAvailDriverMemory)(&ddGetAvailDriverMemoryData))
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if (DDHAL_DRIVER_HANDLED == (*This->DeviceData[0].D3D9Callbacks.DdGetAvailDriverMemory)(&ddGetAvailDriverMemoryData))
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{
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{
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