[PATCH 2/2 v2] d3drm: Implement AddDestroyCallback/DeleteDestroyCallback for a viewport
Nikolay Sivov
bunglehead at gmail.com
Thu Mar 3 22:21:25 CST 2016
On 03.03.2016 15:29, Henri Verbeet wrote:
> 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?
>
Thanks for spotting this, I've just sent a fix.
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