[PATCH v3 4/5] d2d1: Implement d2d_effect_SetInput().
Henri Verbeet
hverbeet at gmail.com
Fri Aug 6 09:01:25 CDT 2021
On Thu, 5 Aug 2021 at 10:06, Ziqing Hui <zhui at codeweavers.com> wrote:
> static void d2d_effect_cleanup(struct d2d_effect *effect)
> {
> + unsigned int i;
> +
> + if (effect->inputs)
> + {
> + for (i = 0; i < effect->input_count; ++i)
> + {
> + if (effect->inputs[i])
> + ID2D1Image_Release(effect->inputs[i]);
> + }
> + }
The "effect->inputs" check should be redundant; if "input_count" is
non-zero, "effect->inputs" should be non-NULL.
> static void STDMETHODCALLTYPE d2d_effect_SetInput(ID2D1Effect *iface, UINT32 index, ID2D1Image *input, BOOL invalidate)
> {
> - FIXME("iface %p, index %u, input %p, invalidate %d stub!\n", iface, index, input, invalidate);
> + struct d2d_effect *effect = impl_from_ID2D1Effect(iface);
> +
> + TRACE("iface %p, index %u, input %p, invalidate %d.\n", iface, index, input, invalidate);
> +
This is already present in the original code, but "%#x" for tracing
boolean arguments, please.
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