On Fri, May 13, 2016 at 3:55 PM, Henri Verbeet hverbeet@gmail.com wrote:
On 11 May 2016 at 21:19, Aaryaman Vasishta jem456.vasishta@gmail.com wrote:
@@ -47,7 +48,7 @@ static inline struct d3drm_texture
*impl_from_IDirect3DRMTexture3(IDirect3DRMTex
void d3drm_texture_destroy(struct d3drm_texture *texture) {
d3drm_object_cleanup((IDirect3DRMObject*)&texture->IDirect3DRMTexture3_iface, &texture->obj);
- if (texture->image)
- if (texture->image && texture->d3drm) IDirect3DRM_Release(texture->d3drm);
I guess this and the similar change in d3drm_texture3_InitFromImage() are because LoadTexture() still uses d3drm_texture_create(). Is there any reason you can't make the changes to LoadTexture() before this patch? (Or even as the first patch in the series, for that matter?)
No real reason. I do agree that they feel like hacks (just to make sure the tests don't fail). I'll add a separate patch in the beginning to rectify this.
+static void CDECL destroy_image_callback(IDirect3DRMObject *obj, void
*arg)
+{
- struct d3drm_texture *texture = arg;
- HeapFree(GetProcessHeap(), 0, texture->image->buffer1);
- HeapFree(GetProcessHeap(), 0, texture->image);
+}
I suppose it doesn't matter much, but passing the image would be sufficient.
Will do.
- if (bpl * h > UINT_MAX)
- {
hr = D3DRMERR_BADALLOC;
goto cleanup;
- }
Did you test this does what you think it does?
Right, bpl * h can overflow UINT_MAX. It should be if (bpl > UINT_MAX / h). The error returned is correct, as discussed in the v2 of this patch (see https://www.winehq.org/pipermail/wine-devel/2016-March/112457.html, your reply comes later on in the thread)
if (image)
{
if (image->buffer1)
HeapFree(GetProcessHeap(), 0, image->buffer1);
HeapFree(GetProcessHeap(), 0, image);
}
HeapFree() handles NULL pointers fine. I.e.: if (image) HeapFree(GetProcessHeap(), 0, image->buffer1); HeapFree(GetProcessHeap(), 0, image);
Will do. I became a bit over-cautious about handling NULL here.
- if (texture->image)
- {
/* d3drm intentionally leaks a reference IDirect3DRM if texture
is already initialized. */
IDirect3DRM_AddRef(texture->d3drm);
return D3DRMERR_BADOBJECT;
- }
- if (FAILED(hr = d3drm_texture_load(texture, filename, FALSE,
&image)))
return hr;
- hr =
IDirect3DRMTexture3_InitFromImage(&texture->IDirect3DRMTexture3_iface, image);
- return hr;
}
This looks a bit awkward. Why do you need the "if (texture->image)" block? InitFromImage() should leak the d3drm reference fine on its own
I did it so that it wouldn't call d3drm_texture_load only to realize that the image is already initialized when InitFromImage is called. I could probably add that check within d3drm_texture_load, though.
Cheers, Aaryaman