[PATCH 1/5] d3d10/effect: Fix indexing in GetPixelShader().

Nikolay Sivov nsivov at codeweavers.com
Fri Sep 3 04:30:01 CDT 2021


Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
---
 dlls/d3d10/effect.c       | 15 ++++++++++-----
 dlls/d3d10/tests/effect.c | 32 ++++++++++++++++++++++++++++++++
 2 files changed, 42 insertions(+), 5 deletions(-)

diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index 180d36ce65b..fbfe8d0113a 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -7104,19 +7104,24 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetPixelShader(
         ID3D10EffectShaderVariable *iface, UINT index, ID3D10PixelShader **shader)
 {
     struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(iface);
+    struct d3d10_effect_shader_variable *s;
+    D3D10_SHADER_VARIABLE_TYPE basetype;
+    HRESULT hr;
 
     TRACE("iface %p, index %u, shader %p.\n", iface, index, shader);
 
-    if (v->type->element_count)
-        v = impl_from_ID3D10EffectVariable(iface->lpVtbl->GetElement(iface, index));
+    *shader = NULL;
 
-    if (v->type->basetype != D3D10_SVT_PIXELSHADER)
+    if (FAILED(hr = d3d10_get_shader_variable(v, index, &s, &basetype)))
+        return hr;
+
+    if (basetype != D3D10_SVT_PIXELSHADER)
     {
         WARN("Shader is not a pixel shader.\n");
-        return E_FAIL;
+        return D3DERR_INVALIDCALL;
     }
 
-    if ((*shader = v->u.shader.shader.ps))
+    if ((*shader = s->shader.ps))
         ID3D10PixelShader_AddRef(*shader);
 
     return S_OK;
diff --git a/dlls/d3d10/tests/effect.c b/dlls/d3d10/tests/effect.c
index 4583863d59b..603f3dd049a 100644
--- a/dlls/d3d10/tests/effect.c
+++ b/dlls/d3d10/tests/effect.c
@@ -6015,6 +6015,7 @@ static void test_effect_shader_object(void)
     ID3D10EffectShaderVariable *s;
     ID3D10EffectVariable *v;
     ID3D10VertexShader *vs;
+    ID3D10PixelShader *ps;
     ID3D10Effect* effect;
     ID3D10Device *device;
     ULONG refcount;
@@ -6060,6 +6061,37 @@ static void test_effect_shader_object(void)
     ok(!!vs, "Unexpected shader object.\n");
     ID3D10VertexShader_Release(vs);
 
+    ps = (void *)0xdeadbeef;
+    hr = s->lpVtbl->GetPixelShader(s, 0, &ps);
+    ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
+    ok(!ps, "Unexpected shader object.\n");
+
+    ps = (void *)0xdeadbeef;
+    hr = s->lpVtbl->GetPixelShader(s, 1, &ps);
+    ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
+    ok(!ps, "Unexpected shader object.\n");
+
+    ps = (void *)0xdeadbeef;
+    hr = s->lpVtbl->GetPixelShader(s, 2, &ps);
+    ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
+    ok(!ps, "Unexpected shader object.\n");
+
+    ps = (void *)0xdeadbeef;
+    hr = s->lpVtbl->GetPixelShader(s, 3, &ps);
+    ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
+    ok(!ps, "Unexpected shader object.\n");
+
+    ps = (void *)0xdeadbeef;
+    hr = s->lpVtbl->GetPixelShader(s, 4, &ps);
+    ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
+    ok(!ps, "Unexpected shader object.\n");
+
+    ps = NULL;
+    hr = s->lpVtbl->GetPixelShader(s, 5, &ps);
+    ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
+    ok(!!ps, "Unexpected shader object.\n");
+    ID3D10PixelShader_Release(ps);
+
     effect->lpVtbl->Release(effect);
 
     refcount = ID3D10Device_Release(device);
-- 
2.33.0




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