[PATCH 2/2] d3drm/tests: Add tests for IDirect3DRMObject::Add/DeleteDestroyCallback (v2).
jem456.vasishta at gmail.com
Wed Apr 6 13:42:32 CDT 2016
On Mon, Apr 4, 2016 at 1:40 AM, Stefan Dösinger <stefandoesinger at gmail.com>
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> A few questions / suggestions:
> *) What happens if you register the same callback with different context
It'll call the callback with the respective context pointer passed to it.
I'll add a test for the same.
> *) The test already does some testing of the call order. I think you could
> extend it a bit if you store arrays of expected callback functions and
> context pointers in the structure and compare them when the callbacks are
In what way would you want me to test the callback order? I.e. how many
callbacks and context pointers to be used and in which order should I add
> *) Does DeleteDestroyCallback return an error when no matching callback is
Yes, there's a test added which checks for D3DRMERR_BADVALUE if the
callback pointer passed is NULL. Any other random value (except for a valid
matching callback pointer) e.g. 0xdeadbeef would return the same.
> *) The last one is mostly curiosity / a bad feeling: Is there a difference
> between callbacks added with IDirect3DRMObject (and its derived interfaces)
> and IDirect3DRMObject2? I am asking because Object2 is a separate interface
> and might be implemented in a separate object and then aggregated. If
> Microsoft screwed up (they never do that, right? ;-) ) then it'll have its
> own list of added callbacks...
That's not tested yet, but it could be the case that Microsoft might be
adding their own internal callbacks for handling of internal objects.
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