[PATCH 2/5] d3d10/effect: Fix indexing in GetOutputSignatureElementDesc().
Matteo Bruni
matteo.mystral at gmail.com
Wed Aug 25 12:39:08 CDT 2021
On Mon, Aug 23, 2021 at 10:23 AM Nikolay Sivov <nsivov at codeweavers.com> wrote:
>
> Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
> ---
> dlls/d3d10/effect.c | 52 ++++++++++++++++++++++++++++-----------
> dlls/d3d10/tests/effect.c | 26 +++++++++++++-------
> 2 files changed, 55 insertions(+), 23 deletions(-)
>
> diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
> index 3f0916e60d5..e261e5a7cd7 100644
> --- a/dlls/d3d10/effect.c
> +++ b/dlls/d3d10/effect.c
> @@ -6999,6 +6999,43 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetPixelShader(
> return S_OK;
> }
>
> +static HRESULT d3d10_get_shader_variable_signature(struct d3d10_effect_variable *v,
> + UINT shader_index, UINT element_index, BOOL output, D3D10_SIGNATURE_PARAMETER_DESC *desc)
> +{
> + struct d3d10_effect_shader_variable *s;
> + unsigned int i;
> +
> + if (v->type->element_count)
> + v = &v->elements[0];
> +
> + if (shader_index == 0)
> + {
> + s = &v->u.shader;
> + }
> + else
> + {
> + /* Index is used as an offset from this variable. */
> +
> + for (i = 0; i < v->effect->used_shader_count; ++i)
> + {
> + if (v == v->effect->used_shaders[i]) break;
> + }
> +
> + if (i + shader_index >= v->effect->used_shader_count)
> + {
> + WARN("This should crash!\n");
> + return E_FAIL;
> + }
I know this follows the trend of existing WARN() messages in the DLL
but I'd rather we print a more explicit and less excited message, like
"Shader index out of range" or something along those lines.
> diff --git a/dlls/d3d10/tests/effect.c b/dlls/d3d10/tests/effect.c
> index df0d1a99ef4..1b8e765a8e6 100644
> --- a/dlls/d3d10/tests/effect.c
> +++ b/dlls/d3d10/tests/effect.c
> @@ -3656,25 +3656,23 @@ todo_wine
> ps = v->lpVtbl->AsShader(v);
>
> hr = ps->lpVtbl->GetOutputSignatureElementDesc(ps, 0, 0, &sign);
> -todo_wine
> ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
> - if (SUCCEEDED(hr))
> - ok(!strcmp(sign.SemanticName, "SV_Target"), "Unexpected semantic %s.\n", sign.SemanticName);
> + ok(!strcmp(sign.SemanticName, "SV_Target"), "Unexpected semantic %s.\n", sign.SemanticName);
> +
> + hr = ps->lpVtbl->GetOutputSignatureElementDesc(ps, 4, 0, &sign);
> + ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
> + ok(!strcmp(sign.SemanticName, "SV_POSITION"), "Unexpected semantic %s.\n", sign.SemanticName);
>
> v = effect->lpVtbl->GetVariableByName(effect, "v");
> vs = v->lpVtbl->AsShader(v);
>
> hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 0, 0, &sign);
> -todo_wine
> ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
> - if (SUCCEEDED(hr))
> - ok(!strcmp(sign.SemanticName, "SV_POSITION"), "Unexpected semantic %s.\n", sign.SemanticName);
> + ok(!strcmp(sign.SemanticName, "SV_POSITION"), "Unexpected semantic %s.\n", sign.SemanticName);
>
> hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 1, 0, &sign);
> -todo_wine
> ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
> - if (SUCCEEDED(hr))
> - ok(!strcmp(sign.SemanticName, "SV_POSITION"), "Unexpected semantic %s.\n", sign.SemanticName);
> + ok(!strcmp(sign.SemanticName, "SV_POSITION"), "Unexpected semantic %s.\n", sign.SemanticName);
>
> /* NULL shader variable */
> v = effect->lpVtbl->GetVariableByName(effect, "v0");
> @@ -3683,6 +3681,16 @@ todo_wine
> hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 0, 0, &sign);
> ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
>
> + hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 1, 0, &sign);
> + ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
> +
> + hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 2, 0, &sign);
> + ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
> +
> + hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 3, 0, &sign);
> + ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
> + ok(!strcmp(sign.SemanticName, "SV_POSITION"), "Unexpected semantic %s.\n", sign.SemanticName);
> +
> effect->lpVtbl->Release(effect);
>
> refcount = ID3D10Device_Release(device);
BTW, that's some amazing behavior by native...
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