[PATCH 2/2 v2] d3drm: Implement AddDestroyCallback/DeleteDestroyCallback for a viewport
Henri Verbeet
hverbeet at gmail.com
Thu Mar 3 06:29:28 CST 2016
On 3 March 2016 at 09:10, Nikolay Sivov <nsivov at codeweavers.com> wrote:
> +HRESULT d3drm_object_delete_destroy_callback(struct d3drm_object *object, D3DRMOBJECTCALLBACK cb, void *ctx)
> +{
> + struct destroy_callback *callback, *callback2;
> +
> + if (!cb)
> + return D3DRMERR_BADVALUE;
> +
> + LIST_FOR_EACH_ENTRY_SAFE(callback, callback2, &object->destroy_callbacks, struct destroy_callback, entry)
> + {
> + if (callback->cb == cb && callback->ctx == ctx)
> + {
> + list_remove(&callback->entry);
> + HeapFree(GetProcessHeap(), 0, callback);
> + }
> + }
> +
> + return D3DRM_OK;
> +}
I won't hold it against the patch (much), but is that correct? E.g.
suppose you do something like the following:
add cb1
add cb2
add cb3
add cb2
delete cb2
What would the sequence be that ends up getting called?
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