[PATCH 6/7] d3d10/effect: Handle NULL initializer for SamplerState.Texture field.
Nikolay Sivov
nsivov at codeweavers.com
Tue Oct 5 03:27:19 CDT 2021
On 10/5/21 11:20 AM, Matteo Bruni wrote:
> On Mon, Oct 4, 2021 at 1:49 PM Nikolay Sivov <nsivov at codeweavers.com> wrote:
>> Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
>> ---
>> dlls/d3d10/effect.c | 90 ++++++++++++++++++++-------------------
>> dlls/d3d10/tests/effect.c | 72 ++++++++++++++++---------------
>> 2 files changed, 84 insertions(+), 78 deletions(-)
>>
>> diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
>> index e1b004a82e4..9eead8d5179 100644
>> --- a/dlls/d3d10/effect.c
>> +++ b/dlls/d3d10/effect.c
>> @@ -176,49 +176,50 @@ struct d3d10_effect_state_property_info
>>
>> static const struct d3d10_effect_state_property_info property_info[] =
>> {
>> - {0x0c, "RasterizerState.FillMode", D3D10_SVT_INT, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, FillMode) },
>> - {0x0d, "RasterizerState.CullMode", D3D10_SVT_INT, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, CullMode) },
>> - {0x0e, "RasterizerState.FrontCounterClockwise", D3D10_SVT_BOOL, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, FrontCounterClockwise) },
>> - {0x0f, "RasterizerState.DepthBias", D3D10_SVT_INT, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, DepthBias) },
>> - {0x10, "RasterizerState.DepthBiasClamp", D3D10_SVT_FLOAT, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, DepthBiasClamp) },
>> - {0x11, "RasterizerState.SlopeScaledDepthBias", D3D10_SVT_FLOAT, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, SlopeScaledDepthBias) },
>> - {0x12, "RasterizerState.DepthClipEnable", D3D10_SVT_BOOL, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, DepthClipEnable) },
>> - {0x13, "RasterizerState.ScissorEnable", D3D10_SVT_BOOL, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, ScissorEnable) },
>> - {0x14, "RasterizerState.MultisampleEnable", D3D10_SVT_BOOL, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, MultisampleEnable) },
>> - {0x15, "RasterizerState.AntialiasedLineEnable", D3D10_SVT_BOOL, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, AntialiasedLineEnable) },
>> - {0x16, "DepthStencilState.DepthEnable", D3D10_SVT_BOOL, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, DepthEnable) },
>> - {0x17, "DepthStencilState.DepthWriteMask", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, DepthWriteMask) },
>> - {0x18, "DepthStencilState.DepthFunc", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, DepthFunc) },
>> - {0x19, "DepthStencilState.StencilEnable", D3D10_SVT_BOOL, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, StencilEnable) },
>> - {0x1a, "DepthStencilState.StencilReadMask", D3D10_SVT_UINT8, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, StencilReadMask) },
>> - {0x1b, "DepthStencilState.StencilWriteMask", D3D10_SVT_UINT8, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, StencilWriteMask) },
>> - {0x1c, "DepthStencilState.FrontFaceStencilFail", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilFailOp) },
>> - {0x1d, "DepthStencilState.FrontFaceStencilDepthFail", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilDepthFailOp)},
>> - {0x1e, "DepthStencilState.FrontFaceStencilPass", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilPassOp) },
>> - {0x1f, "DepthStencilState.FrontFaceStencilFunc", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilFunc) },
>> - {0x20, "DepthStencilState.BackFaceStencilFail", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilFailOp) },
>> - {0x21, "DepthStencilState.BackFaceStencilDepthFail", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilDepthFailOp) },
>> - {0x22, "DepthStencilState.BackFaceStencilPass", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilPassOp) },
>> - {0x23, "DepthStencilState.BackFaceStencilFunc", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilFunc) },
>> - {0x24, "BlendState.AlphaToCoverageEnable", D3D10_SVT_BOOL, 1, 1, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, AlphaToCoverageEnable) },
>> - {0x25, "BlendState.BlendEnable", D3D10_SVT_BOOL, 1, 8, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, BlendEnable) },
>> - {0x26, "BlendState.SrcBlend", D3D10_SVT_INT, 1, 1, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, SrcBlend) },
>> - {0x27, "BlendState.DestBlend", D3D10_SVT_INT, 1, 1, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, DestBlend) },
>> - {0x28, "BlendState.BlendOp", D3D10_SVT_INT, 1, 1, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, BlendOp) },
>> - {0x29, "BlendState.SrcBlendAlpha", D3D10_SVT_INT, 1, 1, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, SrcBlendAlpha) },
>> - {0x2a, "BlendState.DestBlendAlpha", D3D10_SVT_INT, 1, 1, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, DestBlendAlpha) },
>> - {0x2b, "BlendState.BlendOpAlpha", D3D10_SVT_INT, 1, 1, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, BlendOpAlpha) },
>> - {0x2c, "BlendState.RenderTargetWriteMask", D3D10_SVT_UINT8, 1, 8, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, RenderTargetWriteMask) },
>> - {0x2d, "SamplerState.Filter", D3D10_SVT_INT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.Filter) },
>> - {0x2e, "SamplerState.AddressU", D3D10_SVT_INT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.AddressU) },
>> - {0x2f, "SamplerState.AddressV", D3D10_SVT_INT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.AddressV) },
>> - {0x30, "SamplerState.AddressW", D3D10_SVT_INT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.AddressW) },
>> - {0x31, "SamplerState.MipLODBias", D3D10_SVT_FLOAT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.MipLODBias) },
>> - {0x32, "SamplerState.MaxAnisotropy", D3D10_SVT_UINT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.MaxAnisotropy) },
>> - {0x33, "SamplerState.ComparisonFunc", D3D10_SVT_INT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.ComparisonFunc) },
>> - {0x34, "SamplerState.BorderColor", D3D10_SVT_FLOAT, 4, 1, D3D10_C_SAMPLER, FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.BorderColor) },
>> - {0x35, "SamplerState.MinLOD", D3D10_SVT_FLOAT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.MinLOD) },
>> - {0x36, "SamplerState.MaxLOD", D3D10_SVT_FLOAT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.MaxLOD) },
>> + {0x0c, "RasterizerState.FillMode", D3D10_SVT_INT, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, FillMode) },
>> + {0x0d, "RasterizerState.CullMode", D3D10_SVT_INT, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, CullMode) },
>> + {0x0e, "RasterizerState.FrontCounterClockwise", D3D10_SVT_BOOL, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, FrontCounterClockwise) },
>> + {0x0f, "RasterizerState.DepthBias", D3D10_SVT_INT, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, DepthBias) },
>> + {0x10, "RasterizerState.DepthBiasClamp", D3D10_SVT_FLOAT, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, DepthBiasClamp) },
>> + {0x11, "RasterizerState.SlopeScaledDepthBias", D3D10_SVT_FLOAT, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, SlopeScaledDepthBias) },
>> + {0x12, "RasterizerState.DepthClipEnable", D3D10_SVT_BOOL, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, DepthClipEnable) },
>> + {0x13, "RasterizerState.ScissorEnable", D3D10_SVT_BOOL, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, ScissorEnable) },
>> + {0x14, "RasterizerState.MultisampleEnable", D3D10_SVT_BOOL, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, MultisampleEnable) },
>> + {0x15, "RasterizerState.AntialiasedLineEnable", D3D10_SVT_BOOL, 1, 1, D3D10_C_RASTERIZER, FIELD_OFFSET(D3D10_RASTERIZER_DESC, AntialiasedLineEnable) },
>> + {0x16, "DepthStencilState.DepthEnable", D3D10_SVT_BOOL, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, DepthEnable) },
>> + {0x17, "DepthStencilState.DepthWriteMask", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, DepthWriteMask) },
>> + {0x18, "DepthStencilState.DepthFunc", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, DepthFunc) },
>> + {0x19, "DepthStencilState.StencilEnable", D3D10_SVT_BOOL, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, StencilEnable) },
>> + {0x1a, "DepthStencilState.StencilReadMask", D3D10_SVT_UINT8, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, StencilReadMask) },
>> + {0x1b, "DepthStencilState.StencilWriteMask", D3D10_SVT_UINT8, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, StencilWriteMask) },
>> + {0x1c, "DepthStencilState.FrontFaceStencilFail", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilFailOp) },
>> + {0x1d, "DepthStencilState.FrontFaceStencilDepthFail", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilDepthFailOp)},
>> + {0x1e, "DepthStencilState.FrontFaceStencilPass", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilPassOp) },
>> + {0x1f, "DepthStencilState.FrontFaceStencilFunc", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilFunc) },
>> + {0x20, "DepthStencilState.BackFaceStencilFail", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilFailOp) },
>> + {0x21, "DepthStencilState.BackFaceStencilDepthFail", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilDepthFailOp) },
>> + {0x22, "DepthStencilState.BackFaceStencilPass", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilPassOp) },
>> + {0x23, "DepthStencilState.BackFaceStencilFunc", D3D10_SVT_INT, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilFunc) },
>> + {0x24, "BlendState.AlphaToCoverageEnable", D3D10_SVT_BOOL, 1, 1, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, AlphaToCoverageEnable) },
>> + {0x25, "BlendState.BlendEnable", D3D10_SVT_BOOL, 1, 8, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, BlendEnable) },
>> + {0x26, "BlendState.SrcBlend", D3D10_SVT_INT, 1, 1, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, SrcBlend) },
>> + {0x27, "BlendState.DestBlend", D3D10_SVT_INT, 1, 1, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, DestBlend) },
>> + {0x28, "BlendState.BlendOp", D3D10_SVT_INT, 1, 1, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, BlendOp) },
>> + {0x29, "BlendState.SrcBlendAlpha", D3D10_SVT_INT, 1, 1, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, SrcBlendAlpha) },
>> + {0x2a, "BlendState.DestBlendAlpha", D3D10_SVT_INT, 1, 1, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, DestBlendAlpha) },
>> + {0x2b, "BlendState.BlendOpAlpha", D3D10_SVT_INT, 1, 1, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, BlendOpAlpha) },
>> + {0x2c, "BlendState.RenderTargetWriteMask", D3D10_SVT_UINT8, 1, 8, D3D10_C_BLEND, FIELD_OFFSET(D3D10_BLEND_DESC, RenderTargetWriteMask) },
>> + {0x2d, "SamplerState.Filter", D3D10_SVT_INT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.Filter) },
>> + {0x2e, "SamplerState.AddressU", D3D10_SVT_INT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.AddressU) },
>> + {0x2f, "SamplerState.AddressV", D3D10_SVT_INT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.AddressV) },
>> + {0x30, "SamplerState.AddressW", D3D10_SVT_INT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.AddressW) },
>> + {0x31, "SamplerState.MipLODBias", D3D10_SVT_FLOAT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.MipLODBias) },
>> + {0x32, "SamplerState.MaxAnisotropy", D3D10_SVT_UINT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.MaxAnisotropy) },
>> + {0x33, "SamplerState.ComparisonFunc", D3D10_SVT_INT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.ComparisonFunc) },
>> + {0x34, "SamplerState.BorderColor", D3D10_SVT_FLOAT, 4, 1, D3D10_C_SAMPLER, FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.BorderColor) },
>> + {0x35, "SamplerState.MinLOD", D3D10_SVT_FLOAT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.MinLOD) },
>> + {0x36, "SamplerState.MaxLOD", D3D10_SVT_FLOAT, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.MaxLOD) },
>> + {0x37, "SamplerState.Texture", D3D10_SVT_TEXTURE, 1, 1, D3D10_C_SAMPLER, FIELD_OFFSET(struct d3d10_effect_sampler_desc, texture) },
>> };
>>
>> static const D3D10_RASTERIZER_DESC default_rasterizer_desc =
>> @@ -1657,6 +1658,9 @@ static BOOL read_value_list(const char *data, size_t data_size, DWORD offset,
>> return FALSE;
>> break;
>>
>> + case D3D10_SVT_TEXTURE:
>> + break;
>> +
>> default:
>> FIXME("Unhandled out_type %#x.\n", out_type);
>> return FALSE;
> At least for the test below, NULL texture is encoded as D3D10_SVT_INT
> 0. What happens for a non-NULL texture?
If it's non-NULL, it would be D3D10_EOO_VAR. Now, we could of course
validate SVT_INT(0) constants for object fields, but I thought that
could wait. You won't get such records from successful compilation.
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