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