[PATCH v2 5/7] d3d11: Always initialize out shader pointer in CreateHullShader().
Nikolay Sivov
wine at gitlab.winehq.org
Fri May 27 09:23:21 CDT 2022
From: Nikolay Sivov <nsivov at codeweavers.com>
Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
---
dlls/d3d11/device.c | 2 ++
dlls/d3d11/tests/d3d11.c | 7 +++++++
2 files changed, 9 insertions(+)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index 7b1c1b9bae0..286874af993 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -3569,6 +3569,8 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateHullShader(ID3D11Device2 *if
TRACE("iface %p, byte_code %p, byte_code_length %Iu, class_linkage %p, shader %p.\n",
iface, byte_code, byte_code_length, class_linkage, shader);
+ *shader = NULL;
+
if (class_linkage)
FIXME("Class linkage is not implemented yet.\n");
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index eb3ac35b824..690f468e6cf 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -4825,6 +4825,7 @@ static void test_create_shader(const D3D_FEATURE_LEVEL feature_level)
ID3D11GeometryShader *gs;
ID3D11VertexShader *vs;
ID3D11PixelShader *ps;
+ ID3D11HullShader *hs;
HRESULT hr;
device_desc.feature_level = &feature_level;
@@ -5000,6 +5001,12 @@ static void test_create_shader(const D3D_FEATURE_LEVEL feature_level)
ID3D11GeometryShader_Release(gs);
}
+ /* Hull shader */
+ hs = (void *)0xdeadbeef;
+ hr = ID3D11Device_CreateHullShader(device, gs_4_0, sizeof(gs_4_0), NULL, &hs);
+ ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr);
+ ok(!hs, "Unexpected pointer %p.\n", hs);
+
refcount = ID3D11Device_Release(device);
ok(!refcount, "Device has %lu references left.\n", refcount);
}
--
GitLab
https://gitlab.winehq.org/wine/wine/-/merge_requests/141
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