[PATCH v2 1/1] d3drm: Implement IDirect3DRMFrame{1/2/3}::SetSceneBackgroundImage
Alistair Leslie-Hughes
leslie_alistair at hotmail.com
Tue Jun 21 17:12:23 CDT 2022
On 22/6/22 04:37, Zebediah Figura wrote:
> On 6/21/22 06:53, Alistair Leslie-Hughes wrote:
>> From: Alistair Leslie-Hughes <leslie_alistair at hotmail.com>
>>
>> Signed-off-by: Alistair Leslie-Hughes <leslie_alistair at hotmail.com>
>> ---
>> dlls/d3drm/d3drm_private.h | 1 +
>> dlls/d3drm/frame.c | 38 +++++++++++++++++++++++++++++++-------
>> 2 files changed, 32 insertions(+), 7 deletions(-)
>>
>
> In general I'm concerned about these commits adding state tracking code
> that's never actually used. Most notably, it means we can't test
> anything but the state tracking, and while there's not *likely* to be
> anything wrong with the state tracking as it is, it's not impossible
> either.
>
> It's also going to make it harder to implement the real workhorse
> methods. Once you finally get to the point where you need to implement
> IDirect3DRMViewport::Render() [and, although it hasn't been stated, I'm
> guessing you're dealing with a d3drm application that is eventually
> going to call it], you'll have a whole lot of state that you'll suddenly
> need to implement, or else basically have methods that silently return
> success without doing anything useful, which is not good for debugging.
Yes, IDirect3DRMViewport::Render will be the have to be implemented at
some point and I understand the point your making.
For reference: Star Wars Rebellion
Currently this just crashes when starting a battle. If I just fixed the
crash (have a patch for it already), then it displays a dialog for every
function that doesn't return success. There is about 9 more patches to
stop all the scenarios, and in my opinion the crash is just as bad as 9+
MessageBox's every render cycle.
My thought was to implement the infrastructure as much as possible
first, then take on Render. Maybe starting to implement Render next
might be good idea.
Regards
Alistair.
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