[PATCH v2 3/8] d2d1: Implement ID2D1EffectContext_GetDpi().
Ziqing Hui
zhui at codeweavers.com
Fri Apr 29 05:17:08 CDT 2022
On 4/29/22 3:39 PM, Nikolay Sivov wrote:
>
>
> On 4/28/22 13:40, Ziqing Hui wrote:
>> static void STDMETHODCALLTYPE d2d_effect_context_GetDpi(ID2D1EffectContext *iface, float *dpi_x, float *dpi_y)
>> {
>> - FIXME("iface %p, dpi_x %p, dpi_y %p stub!\n", iface, dpi_x, dpi_y);
>> + struct d2d_effect_context *effect_context = impl_from_ID2D1EffectContext(iface);
>> +
>> + TRACE("iface %p, dpi_x %p, dpi_y %p.\n", iface, dpi_x, dpi_y);
>> +
>> + return ID2D1DeviceContext_GetDpi(effect_context->device_context, dpi_x, dpi_y);
>> }
>> static HRESULT STDMETHODCALLTYPE d2d_effect_context_CreateEffect(ID2D1EffectContext *iface,
> Were you able to test this? I realize it requires a minimal custom effect to access context object. It makes sense I guess to forward it like you did, as opposed to returning dpi at the time of CreateEffect() call, but it not obvious just from this patch.
>
> Note that you don't need "return" here.
>
Yeah, it can be tested. I can construct a custom effect and test effect context functions in its implementation.
In fact I have already had some custom effect test code in my local branch.
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