[PATCH 5/6] d3drm: Implement IDirect3DRMTexture*::InitFromFile.
Aaryaman Vasishta
jem456.vasishta at gmail.com
Sun May 8 12:29:02 CDT 2016
On Sun, May 8, 2016 at 9:54 PM, Stefan Dösinger <stefandoesinger at gmail.com>
wrote:
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> Am 2016-05-08 um 11:31 schrieb Aaryaman Vasishta:
> > + /* d3drm intentionally leaks a reference to IDirect3DRM here if
> texture has already been initialized. */
> > + if (texture->d3drm)
> > + IDirect3DRM_AddRef(texture->d3drm);
> > +
> > + if (texture->image)
> > + return D3DRMERR_BADOBJECT;
> > + if (FAILED(hr = d3drm_texture_load(texture, filename, FALSE)))
> > + return hr;
> Does it also leak if the file fails to load? It's probably better to
> create the image and then pass it to InitFromImage instead of re-coding
> this part.
>
> Not afair while writing the tests, but it will leak if the texture was
already initialized.
> Is there any situation where texture->d3drm would be NULL? The same
> question applies to the newly introduced check in d3drm_texture_destroy.
>
At this point, LoadTexture is not implemented yet. Currently LoadTexture
doesn't assign d3drm1, which means that check will be needed in case a
texture created by LoadTexture needs to be released. I've removed the NULL
check in the next patch after LoadTexture is implemented.
Cheers,
Aaryaman
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