On Tue, Aug 9, 2016 at 9:23 PM, Henri Verbeet hverbeet@gmail.com wrote:
On 9 August 2016 at 03:16, Aaryaman Vasishta jem456.vasishta@gmail.com wrote:
static HRESULT WINAPI d3drm_frame3_GetScene(IDirect3DRMFrame3 *iface,
IDirect3DRMFrame3 **scene)
{
- FIXME("iface %p, scene %p stub!\n", iface, scene);
- HRESULT hr;
- IDirect3DRMFrame3 *frame = iface, *parent_frame = NULL;
- return E_NOTIMPL;
- TRACE("iface %p, scene %p.\n", iface, scene);
- if (!scene)
return D3DRMERR_BADVALUE;
- for (;;)
- {
if (FAILED(hr = IDirect3DRMFrame3_GetParent(frame,
&parent_frame)))
return hr;
if (parent_frame)
{
frame = parent_frame;
IDirect3DRMFrame3_Release(parent_frame);
}
else
break;
- }
You could just do
if (!parent_frame) break;
More importantly though, as Stefan already mentioned, the reference counting is weird. I think the code would be much nicer if you just used impl_from_IDirect3DRMFrame3() and then followed the frame->parent pointers.
Right, since we have internal access to the struct, why not take advantage of it? Using the approach you described is just like traversing through a linked list, simple and easier to read.
Cheers, Aaryaman