[PATCH 1/1] d3d8: Don't assert on invalid IDirect3DBaseTexture8 interfaces.

Stefan Dösinger stefandoesinger at gmail.com
Mon Apr 15 06:50:21 CDT 2013


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Am 2013-04-15 10:53, schrieb Rico Schüller:
> I'm not sure what GetTexture does, a test might show it (I'll have
> a look). The problem might be, that we use some members, which
> native probably doesn't do in SetTexture. You couldn't call
> GetTexture in wine with uninitialized memory as we do currently,
> that's why I think using NULL is the way to go.
Given the circumstances, the patch is probably the correct way to go, yes.

Does the game just do the broken SetTexture call once, or does it
repeatedly try to use the released texture?

What happens when you pass an invalid pointer (e.g. (void
*)0xdeadbeef)? What happens when you pass a valid pointer that points
to memory filled with zeros or garbage? If SetTexture does not crash,
what is the return value?

> Please have a look at http://bugs.winehq.org/show_bug.cgi?id=33055
> . Well I think there might be some memory corruption somewhere, but
> it doesn't have anything to do with the this bug as we use already
> freed memory in our implementation.
I don't see anything in the log that would keep the texture around.
There may be some capability flag issues that trigger a broken
codepath in the game, but such an issue is really hard to find.


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