[PATCH 1/1] d3drm: Implement IDirect3DRMFrame2::SetSceneBackgroundImage

Stefan Dösinger stefandoesinger at gmail.com
Tue Jun 21 04:45:06 CDT 2022



> Am 21.06.2022 um 09:44 schrieb Alistair Leslie-Hughes <wine at gitlab.winehq.org>:
> 
> +    if (frame->backgroundimage)
> +        IDirect3DRMTexture3_Release(frame->backgroundimage);
> +    frame->backgroundimage = texture;
> +    if (frame->backgroundimage)
> +        IDirect3DRMTexture3_AddRef(frame->backgroundimage);

It is better to addref the new one before releasing the old one. In the current code you might destroy the image when the application is redundantly re-setting the current image and the only remaining reference is held by the d3drm frame.

> +    struct d3drm_frame *frame = impl_from_IDirect3DRMFrame2(iface);
> +    TRACE("iface %p, texture %p\n", iface, texture);
> +    return d3drm_frame3_SetSceneBackgroundImage(&frame->IDirect3DRMFrame3_iface, (IDirect3DRMTexture3*)texture);

This seems wrong, IDirect3DRMTexture3 and IDirect3DRMTexture2 (same for texture1) are different interfaces and have different vtable members in d3drm_texture. Later code that does impl_from_IDirect3DRMTexture3 will get a wrong implementation pointer.

What you can do here depends on a few things. It also ties to this line of code here:

> +++ b/dlls/d3drm/d3drm_private.h
> @@ -81,6 +81,7 @@ struct d3drm_frame
>     IDirect3DRMFrame3 IDirect3DRMFrame3_iface;
>     IDirect3DRM *d3drm;
>     LONG ref;
> +    IDirect3DRMTexture3 *backgroundimage;

If you need to be able to accept "wrong" texture versions and return the interface the application passed back to the application in GetBackgroundImage you can store the assigned texture as IUnknown or IDirect3DRMObject *. Then whenever some code accesses the texture methods it needs to QI the version it wants to call. If it needs the members, QI to a known version, then impl_from_IDirect3DRMTextureX. This option - store the interface - is especially the way to go if you might deal with interface implementations different from ours, i.e. if the application has its own implementation of d3drm textures and expects you to work with them.

Otherwise you can get the struct d3drm_texture from the version passed in in each of the SetSceneBackgroundImage versions and store a struct d3drm_texture * in struct d3drm_frame.

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