[prev in list] [next in list] [prev in thread] [next in thread] 

List:       wine-devel
Subject:    Re: [PATCH] d3drm: Partially Implement IDirect3DRM*::LoadTexture(v3).
From:       Aaryaman Vasishta <jem456.vasishta () gmail ! com>
Date:       2016-03-29 16:55:51
Message-ID: CABVHfRvMcVVM5AUOs4OMutUWPX3j5zhLgwgp-N7ZzUYWLuoFoA () mail ! gmail ! com
[Download RAW message or body]

[Attachment #2 (multipart/alternative)]


AddDestroyCallback would need to be implemened as seperate patches for
IDirect3DRMTexture*. Using the BOOL avoids that, but I have a feeling these
callbacks might be useful in games as well, so I'll implement these first
before LoadTexture patches.

So the overall order of implementations/tests patches will be so:

CreateObject implementation and test
InitFromImage implementation and test
CreateTexture implementation and test
IDirect3DRMObject function implementations for IDirect3DRMTexture*.
InitFromFile implementation and test
LoadTexture implementations

If the order is not proper, do let me know.
Thanks for the review!

Cheers,
Aaryaman



On Tue, Mar 29, 2016 at 8:52 PM, Henri Verbeet <hverbeet@gmail.com> wrote:

> On 29 March 2016 at 17:01, Aaryaman Vasishta <jem456.vasishta@gmail.com>
> wrote:
> > Are there any existing examples within wine where a destroy callback was
> > used in similar cases?
> If you mean AddDestroyCallback() specifically, that's pretty specific
> to d3drm and you'd be limited to test_Viewport() in the d3drm tests.
> The concept of a callback that gets called on destruction is much more
> generic of course, and in that case you should be able to find plenty.
> E.g. surface_wined3d_object_destroyed() in d3d9.
>

[Attachment #5 (text/html)]

<div dir="ltr"><div><div><div><div><div><div><div><div><div><div>AddDestroyCallback \
would need to be implemened as seperate patches for IDirect3DRMTexture*. Using the \
BOOL avoids that, but I have a feeling these callbacks might be useful in games as \
well, so I&#39;ll implement these first before LoadTexture patches.<br><br></div>So \
the overall order of implementations/tests patches will be \
so:<br><br></div>CreateObject implementation and test<br></div></div>InitFromImage \
implementation and test<br></div>CreateTexture implementation and \
test<br></div>IDirect3DRMObject function implementations for \
IDirect3DRMTexture*.<br></div>InitFromFile implementation and \
test<br></div>LoadTexture implementations<br><br></div><div>If the order is not \
proper, do let me know.<br></div><div>Thanks for the \
review!<br></div><div><br></div>Cheers,<br></div>Aaryaman<br><div><div><div><div><br><br></div></div></div></div></div><div \
class="gmail_extra"><br><div class="gmail_quote">On Tue, Mar 29, 2016 at 8:52 PM, \
Henri Verbeet <span dir="ltr">&lt;<a href="mailto:hverbeet@gmail.com" \
target="_blank">hverbeet@gmail.com</a>&gt;</span> wrote:<br><blockquote \
class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc \
solid;padding-left:1ex"><span class="">On 29 March 2016 at 17:01, Aaryaman Vasishta \
&lt;<a href="mailto:jem456.vasishta@gmail.com">jem456.vasishta@gmail.com</a>&gt; \
wrote:<br> &gt; Are there any existing examples within wine where a destroy callback \
was<br> &gt; used in similar cases?<br>
</span>If you mean AddDestroyCallback() specifically, that&#39;s pretty specific<br>
to d3drm and you&#39;d be limited to test_Viewport() in the d3drm tests.<br>
The concept of a callback that gets called on destruction is much more<br>
generic of course, and in that case you should be able to find plenty.<br>
E.g. surface_wined3d_object_destroyed() in d3d9.<br>
</blockquote></div><br></div>


[Attachment #6 (text/plain)]




[prev in list] [next in list] [prev in thread] [next in thread] 

Configure | About | News | Add a list | Sponsored by KoreLogic