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(a)gmail.com> wrote:
On 29 March 2016 at 17:01, Aaryaman Vasishta <jem456.vasishta(a)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.