d3d10/effect: Fix indexing in GetVertexShader().

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Nikolay Sivov 2021-09-01 16:04:34 +03:00 committed by Alexandre Julliard
parent 0b3e2400aa
commit 293484af60
2 changed files with 73 additions and 8 deletions

View file

@ -6983,7 +6983,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetRawValue(
/* ID3D10EffectShaderVariable methods */
static HRESULT d3d10_get_shader_variable(struct d3d10_effect_variable *v, UINT shader_index,
struct d3d10_effect_shader_variable **s)
struct d3d10_effect_shader_variable **s, D3D10_SHADER_VARIABLE_TYPE *basetype)
{
unsigned int i;
@ -6993,6 +6993,7 @@ static HRESULT d3d10_get_shader_variable(struct d3d10_effect_variable *v, UINT s
if (!shader_index)
{
*s = &v->u.shader;
if (basetype) *basetype = v->type->basetype;
return S_OK;
}
@ -7010,6 +7011,8 @@ static HRESULT d3d10_get_shader_variable(struct d3d10_effect_variable *v, UINT s
}
*s = &v->effect->used_shaders[i + shader_index]->u.shader;
if (basetype) *basetype = v->effect->used_shaders[i + shader_index]->type->basetype;
return S_OK;
}
@ -7023,7 +7026,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetShaderDesc(
TRACE("iface %p, index %u, desc %p.\n", iface, index, desc);
if (FAILED(hr = d3d10_get_shader_variable(v, index, &s)))
if (FAILED(hr = d3d10_get_shader_variable(v, index, &s, NULL)))
return hr;
memset(desc, 0, sizeof(*desc));
@ -7052,19 +7055,24 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetVertexShader(
ID3D10EffectShaderVariable *iface, UINT index, ID3D10VertexShader **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_VERTEXSHADER)
if (FAILED(hr = d3d10_get_shader_variable(v, index, &s, &basetype)))
return hr;
if (basetype != D3D10_SVT_VERTEXSHADER)
{
WARN("Shader is not a vertex shader.\n");
return E_FAIL;
return D3DERR_INVALIDCALL;
}
if ((*shader = v->u.shader.shader.vs))
if ((*shader = s->shader.vs))
ID3D10VertexShader_AddRef(*shader);
return S_OK;
@ -7120,7 +7128,7 @@ static HRESULT d3d10_get_shader_variable_signature(struct d3d10_effect_variable
struct d3d10_effect_shader_variable *s;
HRESULT hr;
if (FAILED(hr = d3d10_get_shader_variable(v, shader_index, &s)))
if (FAILED(hr = d3d10_get_shader_variable(v, shader_index, &s, NULL)))
return hr;
if (!s->reflection)

View file

@ -6010,6 +6010,62 @@ static void test_effect_shader_description(void)
ok(!refcount, "Device has %u references left.\n", refcount);
}
static void test_effect_shader_object(void)
{
ID3D10EffectShaderVariable *s;
ID3D10EffectVariable *v;
ID3D10VertexShader *vs;
ID3D10Effect* effect;
ID3D10Device *device;
ULONG refcount;
HRESULT hr;
if (!(device = create_device()))
{
skip("Failed to create device, skipping tests.\n");
return;
}
hr = create_effect(fx_local_shader, 0, device, NULL, &effect);
ok(SUCCEEDED(hr), "Failed to create an effect!\n");
v = effect->lpVtbl->GetVariableByName(effect, "v0");
s = v->lpVtbl->AsShader(v);
vs = (void *)0xdeadbeef;
hr = s->lpVtbl->GetVertexShader(s, 0, &vs);
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
ok(!vs, "Unexpected shader object.\n");
vs = (void *)0xdeadbeef;
hr = s->lpVtbl->GetVertexShader(s, 1, &vs);
ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
ok(!vs, "Unexpected shader object.\n");
vs = (void *)0xdeadbeef;
hr = s->lpVtbl->GetVertexShader(s, 2, &vs);
ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
ok(!vs, "Unexpected shader object.\n");
vs = NULL;
hr = s->lpVtbl->GetVertexShader(s, 3, &vs);
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
ok(!!vs, "Unexpected shader object.\n");
ID3D10VertexShader_Release(vs);
vs = NULL;
hr = s->lpVtbl->GetVertexShader(s, 4, &vs);
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
ok(!!vs, "Unexpected shader object.\n");
ID3D10VertexShader_Release(vs);
effect->lpVtbl->Release(effect);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
}
START_TEST(effect)
{
test_effect_constant_buffer_type();
@ -6028,4 +6084,5 @@ START_TEST(effect)
test_effect_resource_variable();
test_effect_optimize();
test_effect_shader_description();
test_effect_shader_object();
}