[PATCH] d3drm: Partially Implement IDirect3DRM*::LoadTexture(v3).

Aaryaman Vasishta jem456.vasishta at gmail.com
Tue Mar 29 11:43:51 CDT 2016


AddDestroyCallback would need to be implemened as seperate patches for
IDirect3DRMTexture*. Using the BOOL avoids that, but I have a feeling these
callbacks might be useful in games as well, so I'll implement these first
before LoadTexture patches.

So the overall order of implementations/tests patches will be so:

CreateObject implementation and test
InitFromImage implementation and test
CreateTexture implementation and test
IDirect3DRMObject function implementations for IDirect3DRMTexture*.
InitFromFile implementation and test
LoadTexture implementations

If the order is not proper, do let me know.
Thanks for the review!

Cheers,
Aaryaman



On Tue, Mar 29, 2016 at 8:52 PM, Henri Verbeet <hverbeet at gmail.com> wrote:

> On 29 March 2016 at 17:01, Aaryaman Vasishta <jem456.vasishta at gmail.com>
> wrote:
> > Are there any existing examples within wine where a destroy callback was
> > used in similar cases?
> If you mean AddDestroyCallback() specifically, that's pretty specific
> to d3drm and you'd be limited to test_Viewport() in the d3drm tests.
> The concept of a callback that gets called on destruction is much more
> generic of course, and in that case you should be able to find plenty.
> E.g. surface_wined3d_object_destroyed() in d3d9.
>
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