AddDestroyCallback would need to be implemened as seperate patches for IDirect3DRMTexture*. Using the BOOL avoids that, but I have a feeling these callbacks might be useful in games as well, so I'll implement these first before LoadTexture patches.

So the overall order of implementations/tests patches will be so:

CreateObject implementation and test
InitFromImage implementation and test
CreateTexture implementation and test
IDirect3DRMObject function implementations for IDirect3DRMTexture*.
InitFromFile implementation and test
LoadTexture implementations

If the order is not proper, do let me know.
Thanks for the review!

Cheers,
Aaryaman



On Tue, Mar 29, 2016 at 8:52 PM, Henri Verbeet <hverbeet@gmail.com> wrote:
On 29 March 2016 at 17:01, Aaryaman Vasishta <jem456.vasishta@gmail.com> wrote:
> Are there any existing examples within wine where a destroy callback was
> used in similar cases?
If you mean AddDestroyCallback() specifically, that's pretty specific
to d3drm and you'd be limited to test_Viewport() in the d3drm tests.
The concept of a callback that gets called on destruction is much more
generic of course, and in that case you should be able to find plenty.
E.g. surface_wined3d_object_destroyed() in d3d9.