[PATCH 2/5] d3d10/effect: Fix indexing in GetOutputSignatureElementDesc().
Nikolay Sivov
nsivov at codeweavers.com
Wed Aug 25 13:37:13 CDT 2021
On 8/25/21 8:39 PM, Matteo Bruni wrote:
> 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...
It's likely a side effect of keeping variables in a single array.
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