[PATCH 2/5] d3d10/effect: Fix indexing in GetGeometryShader().
Nikolay Sivov
nsivov at codeweavers.com
Fri Sep 3 04:30:02 CDT 2021
Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
---
dlls/d3d10/effect.c | 15 +++++++++-----
dlls/d3d10/tests/effect.c | 43 +++++++++++++++++++++++++++++++++++++++
2 files changed, 53 insertions(+), 5 deletions(-)
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index fbfe8d0113a..6e429c32b2d 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -7082,19 +7082,24 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetGeometryShader(
ID3D10EffectShaderVariable *iface, UINT index, ID3D10GeometryShader **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_GEOMETRYSHADER)
+ if (FAILED(hr = d3d10_get_shader_variable(v, index, &s, &basetype)))
+ return hr;
+
+ if (basetype != D3D10_SVT_GEOMETRYSHADER)
{
WARN("Shader is not a geometry shader.\n");
- return E_FAIL;
+ return D3DERR_INVALIDCALL;
}
- if ((*shader = v->u.shader.shader.gs))
+ if ((*shader = s->shader.gs))
ID3D10GeometryShader_AddRef(*shader);
return S_OK;
diff --git a/dlls/d3d10/tests/effect.c b/dlls/d3d10/tests/effect.c
index 603f3dd049a..df9777491b6 100644
--- a/dlls/d3d10/tests/effect.c
+++ b/dlls/d3d10/tests/effect.c
@@ -6013,6 +6013,7 @@ static void test_effect_shader_description(void)
static void test_effect_shader_object(void)
{
ID3D10EffectShaderVariable *s;
+ ID3D10GeometryShader *gs;
ID3D10EffectVariable *v;
ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
@@ -6092,6 +6093,48 @@ static void test_effect_shader_object(void)
ok(!!ps, "Unexpected shader object.\n");
ID3D10PixelShader_Release(ps);
+ gs = (void *)0xdeadbeef;
+ hr = s->lpVtbl->GetGeometryShader(s, 0, &gs);
+ ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
+ ok(!gs, "Unexpected shader object.\n");
+
+ gs = (void *)0xdeadbeef;
+ hr = s->lpVtbl->GetGeometryShader(s, 1, &gs);
+ ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
+ ok(!gs, "Unexpected shader object.\n");
+
+ gs = (void *)0xdeadbeef;
+ hr = s->lpVtbl->GetGeometryShader(s, 2, &gs);
+ ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
+ ok(!gs, "Unexpected shader object.\n");
+
+ gs = (void *)0xdeadbeef;
+ hr = s->lpVtbl->GetGeometryShader(s, 3, &gs);
+ ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
+ ok(!gs, "Unexpected shader object.\n");
+
+ gs = (void *)0xdeadbeef;
+ hr = s->lpVtbl->GetGeometryShader(s, 4, &gs);
+ ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
+ ok(!gs, "Unexpected shader object.\n");
+
+ gs = (void *)0xdeadbeef;
+ hr = s->lpVtbl->GetGeometryShader(s, 5, &gs);
+ ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
+ ok(!gs, "Unexpected shader object.\n");
+
+ gs = NULL;
+ hr = s->lpVtbl->GetGeometryShader(s, 6, &gs);
+ ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
+ ok(!!gs, "Unexpected shader object.\n");
+ ID3D10GeometryShader_Release(gs);
+
+ gs = NULL;
+ hr = s->lpVtbl->GetGeometryShader(s, 7, &gs);
+ ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
+ ok(!!gs, "Unexpected shader object.\n");
+ ID3D10GeometryShader_Release(gs);
+
effect->lpVtbl->Release(effect);
refcount = ID3D10Device_Release(device);
--
2.33.0
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