[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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