Nikolay Sivov : d3d10/effect: Fix indexing in GetGeometryShader().

Alexandre Julliard julliard at winehq.org
Wed Sep 8 15:12:39 CDT 2021


Module: wine
Branch: master
Commit: 3b074fa3beee132c3eb80a6ee7a2964170dbcd23
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=3b074fa3beee132c3eb80a6ee7a2964170dbcd23

Author: Nikolay Sivov <nsivov at codeweavers.com>
Date:   Fri Sep  3 12:30:02 2021 +0300

d3d10/effect: Fix indexing in GetGeometryShader().

Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/d3d10/effect.c       | 15 ++++++++++-----
 dlls/d3d10/tests/effect.c | 43 +++++++++++++++++++++++++++++++++++++++++++
 2 files changed, 53 insertions(+), 5 deletions(-)

diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index fbfe8d0113a..6e429c32b2d 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -7082,19 +7082,24 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetGeometryShader(
         ID3D10EffectShaderVariable *iface, UINT index, ID3D10GeometryShader **shader)
 {
     struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(iface);
+    struct d3d10_effect_shader_variable *s;
+    D3D10_SHADER_VARIABLE_TYPE basetype;
+    HRESULT hr;
 
     TRACE("iface %p, index %u, shader %p.\n", iface, index, shader);
 
-    if (v->type->element_count)
-        v = impl_from_ID3D10EffectVariable(iface->lpVtbl->GetElement(iface, index));
+    *shader = NULL;
 
-    if (v->type->basetype != D3D10_SVT_GEOMETRYSHADER)
+    if (FAILED(hr = d3d10_get_shader_variable(v, index, &s, &basetype)))
+        return hr;
+
+    if (basetype != D3D10_SVT_GEOMETRYSHADER)
     {
         WARN("Shader is not a geometry shader.\n");
-        return E_FAIL;
+        return D3DERR_INVALIDCALL;
     }
 
-    if ((*shader = v->u.shader.shader.gs))
+    if ((*shader = s->shader.gs))
         ID3D10GeometryShader_AddRef(*shader);
 
     return S_OK;
diff --git a/dlls/d3d10/tests/effect.c b/dlls/d3d10/tests/effect.c
index 603f3dd049a..df9777491b6 100644
--- a/dlls/d3d10/tests/effect.c
+++ b/dlls/d3d10/tests/effect.c
@@ -6013,6 +6013,7 @@ static void test_effect_shader_description(void)
 static void test_effect_shader_object(void)
 {
     ID3D10EffectShaderVariable *s;
+    ID3D10GeometryShader *gs;
     ID3D10EffectVariable *v;
     ID3D10VertexShader *vs;
     ID3D10PixelShader *ps;
@@ -6092,6 +6093,48 @@ static void test_effect_shader_object(void)
     ok(!!ps, "Unexpected shader object.\n");
     ID3D10PixelShader_Release(ps);
 
+    gs = (void *)0xdeadbeef;
+    hr = s->lpVtbl->GetGeometryShader(s, 0, &gs);
+    ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
+    ok(!gs, "Unexpected shader object.\n");
+
+    gs = (void *)0xdeadbeef;
+    hr = s->lpVtbl->GetGeometryShader(s, 1, &gs);
+    ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
+    ok(!gs, "Unexpected shader object.\n");
+
+    gs = (void *)0xdeadbeef;
+    hr = s->lpVtbl->GetGeometryShader(s, 2, &gs);
+    ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
+    ok(!gs, "Unexpected shader object.\n");
+
+    gs = (void *)0xdeadbeef;
+    hr = s->lpVtbl->GetGeometryShader(s, 3, &gs);
+    ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
+    ok(!gs, "Unexpected shader object.\n");
+
+    gs = (void *)0xdeadbeef;
+    hr = s->lpVtbl->GetGeometryShader(s, 4, &gs);
+    ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
+    ok(!gs, "Unexpected shader object.\n");
+
+    gs = (void *)0xdeadbeef;
+    hr = s->lpVtbl->GetGeometryShader(s, 5, &gs);
+    ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
+    ok(!gs, "Unexpected shader object.\n");
+
+    gs = NULL;
+    hr = s->lpVtbl->GetGeometryShader(s, 6, &gs);
+    ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
+    ok(!!gs, "Unexpected shader object.\n");
+    ID3D10GeometryShader_Release(gs);
+
+    gs = NULL;
+    hr = s->lpVtbl->GetGeometryShader(s, 7, &gs);
+    ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
+    ok(!!gs, "Unexpected shader object.\n");
+    ID3D10GeometryShader_Release(gs);
+
     effect->lpVtbl->Release(effect);
 
     refcount = ID3D10Device_Release(device);




More information about the wine-cvs mailing list