[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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