[PATCH 09/10] d3d10/effect: Use correct vertex shader element when returning input signature.

Nikolay Sivov nsivov at codeweavers.com
Thu Oct 14 01:42:22 CDT 2021


Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
---
 dlls/d3d10/effect.c       | 12 +++++++-----
 dlls/d3d10/tests/effect.c |  7 +++++++
 2 files changed, 14 insertions(+), 5 deletions(-)

diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index 9410bf049e3..892256644f7 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -3710,7 +3710,8 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetDesc(ID3D10EffectPass *ifa
         D3D10_PASS_DESC *desc)
 {
     struct d3d10_effect_pass *pass = impl_from_ID3D10EffectPass(iface);
-    struct d3d10_effect_shader_variable *s;
+    struct d3d10_effect_variable *vs;
+    ID3D10Blob *input_signature;
 
     TRACE("iface %p, desc %p.\n", iface, desc);
 
@@ -3726,14 +3727,15 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetDesc(ID3D10EffectPass *ifa
         return E_INVALIDARG;
     }
 
-    s = &pass->vs.shader->u.shader;
+    vs = d3d10_array_get_element(pass->vs.shader, pass->vs.index);
+    input_signature = vs->u.shader.input_signature;
 
     desc->Name = pass->name;
     desc->Annotations = pass->annotations.count;
-    if (s->input_signature)
+    if (input_signature)
     {
-        desc->pIAInputSignature = ID3D10Blob_GetBufferPointer(s->input_signature);
-        desc->IAInputSignatureSize = ID3D10Blob_GetBufferSize(s->input_signature);
+        desc->pIAInputSignature = ID3D10Blob_GetBufferPointer(input_signature);
+        desc->IAInputSignatureSize = ID3D10Blob_GetBufferSize(input_signature);
     }
     else
     {
diff --git a/dlls/d3d10/tests/effect.c b/dlls/d3d10/tests/effect.c
index 04cbcbc662b..76beb682fea 100644
--- a/dlls/d3d10/tests/effect.c
+++ b/dlls/d3d10/tests/effect.c
@@ -2913,6 +2913,7 @@ static void test_effect_local_shader(void)
     D3D10_EFFECT_SHADER_DESC shaderdesc;
     D3D10_SIGNATURE_PARAMETER_DESC sign;
     D3D10_STATE_BLOCK_MASK mask;
+    D3D10_PASS_DESC pass_desc;
     ID3D10Device *device;
     ULONG refcount;
 
@@ -3611,6 +3612,12 @@ if (0)
     ok(typedesc.UnpackedSize == 0x0, "UnpackedSize is %#x, expected 0x0\n", typedesc.UnpackedSize);
     ok(typedesc.Stride == 0x0, "Stride is %#x, expected 0x0\n", typedesc.Stride);
 
+    /* Get input signature from vertex shader set from array element. */
+    hr = p->lpVtbl->GetDesc(p, &pass_desc);
+    ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
+    ok(!!pass_desc.pIAInputSignature, "Expected input signature.\n");
+    ok(pass_desc.IAInputSignatureSize == 88, "Unexpected input signature size.\n");
+
     /* pass 6 pixelshader */
     hr = p->lpVtbl->GetPixelShaderDesc(p, &pdesc);
     ok(hr == S_OK, "GetPixelShaderDesc got %x, expected %x\n", hr, S_OK);
-- 
2.33.0




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