On Fri, May 13, 2016 at 3:55 PM, Henri Verbeet <hverbeet(a)gmail.com> wrote:
On 11 May 2016 at 21:19, Aaryaman Vasishta <jem456.vasishta(a)gmail.com> wrote:
@@ -47,7 +48,7 @@ static inline struct d3drm_texture *impl_from_IDirect3DRMTexture3(IDirect3DRMTex void d3drm_texture_destroy(struct d3drm_texture *texture) {
d3drm_object_cleanup((IDirect3DRMObject*)&texture->IDirect3DRMTexture3_iface, &texture->obj);
- if (texture->image) + if (texture->image && texture->d3drm) IDirect3DRM_Release(texture->d3drm); I guess this and the similar change in d3drm_texture3_InitFromImage() are because LoadTexture() still uses d3drm_texture_create(). Is there any reason you can't make the changes to LoadTexture() before this patch? (Or even as the first patch in the series, for that matter?)
No real reason. I do agree that they feel like hacks (just to make sure the tests don't fail). I'll add a separate patch in the beginning to rectify this.
+static void CDECL destroy_image_callback(IDirect3DRMObject *obj, void *arg) +{ + struct d3drm_texture *texture = arg; + HeapFree(GetProcessHeap(), 0, texture->image->buffer1); + HeapFree(GetProcessHeap(), 0, texture->image); +} I suppose it doesn't matter much, but passing the image would be sufficient.
Will do.
+ if (bpl * h > UINT_MAX) + { + hr = D3DRMERR_BADALLOC; + goto cleanup; + } Did you test this does what you think it does?
Right, bpl * h can overflow UINT_MAX. It should be if (bpl > UINT_MAX / h). The error returned is correct, as discussed in the v2 of this patch (see https://www.winehq.org/pipermail/wine-devel/2016-March/112457.html, your reply comes later on in the thread)
+ if (image) + { + if (image->buffer1) + HeapFree(GetProcessHeap(), 0, image->buffer1); + HeapFree(GetProcessHeap(), 0, image); + } HeapFree() handles NULL pointers fine. I.e.: if (image) HeapFree(GetProcessHeap(), 0, image->buffer1); HeapFree(GetProcessHeap(), 0, image);
Will do. I became a bit over-cautious about handling NULL here.
+ if (texture->image) + { + /* d3drm intentionally leaks a reference IDirect3DRM if texture is already initialized. */ + IDirect3DRM_AddRef(texture->d3drm); + return D3DRMERR_BADOBJECT; + } + if (FAILED(hr = d3drm_texture_load(texture, filename, FALSE, &image))) + return hr; + + hr = IDirect3DRMTexture3_InitFromImage(&texture->IDirect3DRMTexture3_iface, image); + + return hr; } This looks a bit awkward. Why do you need the "if (texture->image)" block? InitFromImage() should leak the d3drm reference fine on its own
I did it so that it wouldn't call d3drm_texture_load only to realize that the image is already initialized when InitFromImage is called. I could probably add that check within d3drm_texture_load, though. Cheers, Aaryaman