On Fri, Aug 12, 2016 at 4:29 AM, Józef Kucia joseph.kucia@gmail.com wrote:
On Fri, Aug 12, 2016 at 12:48 AM, Aaryaman Vasishta jem456.vasishta@gmail.com wrote:
v4: Shorter implementation. v3: Directly traverse through parent frames instead of using GetParent.
Signed-off-by: Aaryaman Vasishta jem456.vasishta@gmail.com
dlls/d3drm/frame.c | 43 ++++++++++++++++++++++++++++++
+++++++------
dlls/d3drm/tests/d3drm.c | 24 ++++++++++++++++++++++++ 2 files changed, 61 insertions(+), 6 deletions(-)
diff --git a/dlls/d3drm/frame.c b/dlls/d3drm/frame.c index 2ff0241..4d7ab42 100644 --- a/dlls/d3drm/frame.c +++ b/dlls/d3drm/frame.c @@ -1339,23 +1339,54 @@ static HRESULT WINAPI d3drm_frame1_GetRotation(IDirect3DRMFrame
*iface,
static HRESULT WINAPI d3drm_frame3_GetScene(IDirect3DRMFrame3 *iface,
IDirect3DRMFrame3 **scene)
{
- FIXME("iface %p, scene %p stub!\n", iface, scene);
 
- struct d3drm_frame *frame = impl_from_IDirect3DRMFrame3(iface);
 
- return E_NOTIMPL;
 
- TRACE("iface %p, scene %p.\n", iface, scene);
 - if (!scene)
 return D3DRMERR_BADVALUE;- *scene = &frame->IDirect3DRMFrame3_iface;
 Do you really need this assignment?
- while (frame->parent)
 frame = frame->parent;- IDirect3DRMFrame3_AddRef(*scene = &frame->IDirect3DRMFrame3_iface);
 - return D3DRM_OK;
 }
You're right, it's redundant. Will resend this. Thanks!
Cheers, Aaryaman