On Fri, Jun 18, 2021 at 8:29 AM Ziqing Hui zhui@codeweavers.com wrote:
Signed-off-by: Ziqing Hui zhui@codeweavers.com
dlls/d3dx10_43/d3dx10_43_main.c | 11 -- dlls/d3dx10_43/tests/d3dx10.c | 7 +- dlls/d3dx10_43/texture.c | 233 ++++++++++++++++++++++++++++++++ 3 files changed, 236 insertions(+), 15 deletions(-)
hr = D3DX10GetImageInfoFromMemory(src_data, src_data_size, NULL, &img_info, NULL); if (FAILED(hr)) return E_FAIL;
You can put the function call into the if to make it more compact (and follow more closely our current style), such as:
if (FAILED(D3DX10GetImageInfoFromMemory(src_data, src_data_size, NULL, &img_info, NULL))) return E_FAIL;
Similarly below.
- WICCreateImagingFactory_Proxy(WINCODEC_SDK_VERSION, &factory);
I don't know WIC particularly well but it seems prudent to me to check the return value of this function call.
- hr = ID3D10Device_CreateTexture2D(device, &texture_2d_desc, NULL, &texture_2d);
- if (FAILED(hr))
goto end;
- ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture_2d, 0, NULL, buffer, stride, frame_size);
I think you can pass the texture data directly to CreateTexture2D() here, avoiding the separate UpdateSubresource().
- *texture = (ID3D10Resource *)texture_2d;
I wonder if that is supposed to be set to NULL on failure. Can you please add a test for that?
- if (hr != S_OK)
return E_FAIL;
- return S_OK;
Is this necessary? As opposed to a simple "return hr;".