[PATCH 1/4] d2d1: Add a properties list for builtin effects.
Henri Verbeet
hverbeet at gmail.com
Thu Jul 29 09:50:16 CDT 2021
It may be a little early to worry about virtual calls at this point; I
think there's enough time to worry about those when we need them. (And
we may not; it's not clear to me how we intend to implement the actual
effects, but there seems to be a good chance that the differences
between the different effects would largely be expressed as static
data.)
The more immediate issue I have with this patch is that much of it
amounts to being dead code; other than the "clsid" field, none of the
information in builtin_effects[] is actually used.
On Tue, 27 Jul 2021 at 13:11, Ziqing Hui <zhui at codeweavers.com> wrote:
> + for (i = 0; i < ARRAY_SIZE(builtin_effects); ++i)
> + {
> + if (IsEqualGUID(effect_id, builtin_effects[i].clsid))
> + {
> + d2d_effect_init_standard_properties(effect, builtin_effects + i);
> + return;
> + }
> + }
By convention, "&builtin_effects[i]" instead of "builtin_effects + i".
More information about the wine-devel
mailing list