[PATCH 3/6] d3drm: Implement IDirect3DRM*_CreateTexture. (v4)

Aaryaman Vasishta jem456.vasishta at gmail.com
Wed May 11 10:50:10 CDT 2016


If CreateTexture fails because of an invalid image, it doesn't leak a
reference to d3drm, unlike the InitFrom* calls. So I had to either do this,
or explicitly release texture->d3drm if InitFromImage fails.

Cheers,
Aaryaman

On Wed, May 11, 2016 at 9:13 PM, Henri Verbeet <hverbeet at gmail.com> wrote:

> On 11 May 2016 at 16:43, Aaryaman Vasishta <jem456.vasishta at gmail.com>
> wrote:
> > @@ -1152,15 +1156,21 @@ static HRESULT WINAPI
> d3drm3_CreateAnimationSet(IDirect3DRM3 *iface, IDirect3DRM
> >  static HRESULT WINAPI d3drm3_CreateTexture(IDirect3DRM3 *iface,
> >          D3DRMIMAGE *image, IDirect3DRMTexture3 **texture)
> >  {
> > -    struct d3drm_texture *object;
> >      HRESULT hr;
> >
> > -    FIXME("iface %p, image %p, texture %p partial stub.\n", iface,
> image, texture);
> > +    TRACE("iface %p, image %p, texture %p.\n", iface, image, texture);
> >
> > -    if (FAILED(hr = d3drm_texture_create(&object)))
> > +    if (!d3drm_validate_image(image))
> > +        return D3DRMERR_BADVALUE;
> Why do you need the d3drm_validate_image() call? Purely for the error code?
>
>
>
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