[PATCH 3/5] d3d9: Retrieve vertex shader constants from the primary stateblock.
Zebediah Figura
z.figura12 at gmail.com
Mon Feb 10 13:29:46 CST 2020
On 2/10/20 8:37 AM, Henri Verbeet wrote:
> On Sat, 8 Feb 2020 at 07:42, Zebediah Figura <z.figura12 at gmail.com> wrote:
>> + if (reg_idx >= device->vs_uniform_count || reg_idx + count > device->vs_uniform_count)
>> {
> "reg_idx + count" can overflow. In principle that's an existing issue,
> but previously wined3d_device_get_vs_consts_f() would have caught it.
Ah, right. I should have wondered why it was written that way to begin
with...
>
>> - hr = wined3d_device_get_vs_consts_i(device->wined3d_device,
>> - reg_idx, count, (struct wined3d_ivec4 *)data);
>> + memcpy(data, &wined3d_stateblock_get_state(device->state)->vs_consts_i[reg_idx], count * sizeof(struct wined3d_ivec4));
> It's just a tought, but the following may be slightly more natural:
>
> const struct wined3d_ivec4 *src =
> wined3d_stateblock_get_state(device->state)->vs_consts_i;
> memcpy(data, &src[reg_idx], count * sizeof(*src));
>
Yeah, probably.
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