On 15 January 2016 at 21:38, Aaryaman Vasishta <jem456.vasishta(a)gmail.com> wrote:
On Fri, Jan 15, 2016 at 5:25 PM, Henri Verbeet <hverbeet(a)codeweavers.com> wrote:
+ for (i = 0; i < img->palette_size; ++i) + { + unsigned int idx = upside_down ? (h - 1) * w - i + (i % w) * 2 :
How did you come up with that equation? Would be nice to know :)
Mostly just maths. In the normal case palette index "i" corresponds to the pixel (i % w, i / w), and the pixel at location (x, y) has palette index "y * w + x". I.e., "idx = (i / w) * w + i % w", which simplifies to "idx = i". Flipping the image means the new "y" becomes "h - 1 - y", so you get: idx = (h - 1 - (i / w)) * w + i % w; = (h - 1) * w - (i - i % w) + i % w; = (h - 1) * w - i + (i % w) * 2;
+ hr = IDirect3DRM_LoadTexture(d3drm1, filename, &texture1); + ok(SUCCEEDED(hr), "Test %u: Failed to load texture, hr %#x.\n", i, hr); + d3drm_img = IDirect3DRMTexture_GetImage(texture1); + todo_wine ok(!!d3drm_img, "Test %u: Failed to get image.\n", i);
Why the '!!' ? How's that better than using a single negation? Mostly just personal preference. I think "!p" and "!!p" are easier to read and reason about than "p == NULL" and "p != NULL", but I'm sure there are people that disagree. Perhaps I just like prefix operators better.