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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>
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0b3e2400aa
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293484af60
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@ -6983,7 +6983,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetRawValue(
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/* ID3D10EffectShaderVariable methods */
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static HRESULT d3d10_get_shader_variable(struct d3d10_effect_variable *v, UINT shader_index,
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struct d3d10_effect_shader_variable **s)
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struct d3d10_effect_shader_variable **s, D3D10_SHADER_VARIABLE_TYPE *basetype)
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{
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unsigned int i;
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@ -6993,6 +6993,7 @@ static HRESULT d3d10_get_shader_variable(struct d3d10_effect_variable *v, UINT s
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if (!shader_index)
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{
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*s = &v->u.shader;
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if (basetype) *basetype = v->type->basetype;
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return S_OK;
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}
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@ -7010,6 +7011,8 @@ static HRESULT d3d10_get_shader_variable(struct d3d10_effect_variable *v, UINT s
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}
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*s = &v->effect->used_shaders[i + shader_index]->u.shader;
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if (basetype) *basetype = v->effect->used_shaders[i + shader_index]->type->basetype;
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return S_OK;
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}
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@ -7023,7 +7026,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetShaderDesc(
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TRACE("iface %p, index %u, desc %p.\n", iface, index, desc);
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if (FAILED(hr = d3d10_get_shader_variable(v, index, &s)))
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if (FAILED(hr = d3d10_get_shader_variable(v, index, &s, NULL)))
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return hr;
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memset(desc, 0, sizeof(*desc));
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@ -7052,19 +7055,24 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetVertexShader(
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ID3D10EffectShaderVariable *iface, UINT index, ID3D10VertexShader **shader)
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{
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struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(iface);
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struct d3d10_effect_shader_variable *s;
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D3D10_SHADER_VARIABLE_TYPE basetype;
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HRESULT hr;
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TRACE("iface %p, index %u, shader %p.\n", iface, index, shader);
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if (v->type->element_count)
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v = impl_from_ID3D10EffectVariable(iface->lpVtbl->GetElement(iface, index));
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*shader = NULL;
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if (v->type->basetype != D3D10_SVT_VERTEXSHADER)
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if (FAILED(hr = d3d10_get_shader_variable(v, index, &s, &basetype)))
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return hr;
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if (basetype != D3D10_SVT_VERTEXSHADER)
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{
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WARN("Shader is not a vertex shader.\n");
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return E_FAIL;
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return D3DERR_INVALIDCALL;
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}
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if ((*shader = v->u.shader.shader.vs))
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if ((*shader = s->shader.vs))
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ID3D10VertexShader_AddRef(*shader);
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return S_OK;
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@ -7120,7 +7128,7 @@ static HRESULT d3d10_get_shader_variable_signature(struct d3d10_effect_variable
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struct d3d10_effect_shader_variable *s;
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HRESULT hr;
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if (FAILED(hr = d3d10_get_shader_variable(v, shader_index, &s)))
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if (FAILED(hr = d3d10_get_shader_variable(v, shader_index, &s, NULL)))
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return hr;
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if (!s->reflection)
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@ -6010,6 +6010,62 @@ static void test_effect_shader_description(void)
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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static void test_effect_shader_object(void)
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{
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ID3D10EffectShaderVariable *s;
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ID3D10EffectVariable *v;
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ID3D10VertexShader *vs;
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ID3D10Effect* effect;
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ID3D10Device *device;
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ULONG refcount;
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HRESULT hr;
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if (!(device = create_device()))
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{
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skip("Failed to create device, skipping tests.\n");
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return;
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}
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hr = create_effect(fx_local_shader, 0, device, NULL, &effect);
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ok(SUCCEEDED(hr), "Failed to create an effect!\n");
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v = effect->lpVtbl->GetVariableByName(effect, "v0");
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s = v->lpVtbl->AsShader(v);
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vs = (void *)0xdeadbeef;
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hr = s->lpVtbl->GetVertexShader(s, 0, &vs);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(!vs, "Unexpected shader object.\n");
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vs = (void *)0xdeadbeef;
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hr = s->lpVtbl->GetVertexShader(s, 1, &vs);
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ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
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ok(!vs, "Unexpected shader object.\n");
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vs = (void *)0xdeadbeef;
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hr = s->lpVtbl->GetVertexShader(s, 2, &vs);
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ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
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ok(!vs, "Unexpected shader object.\n");
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vs = NULL;
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hr = s->lpVtbl->GetVertexShader(s, 3, &vs);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(!!vs, "Unexpected shader object.\n");
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ID3D10VertexShader_Release(vs);
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vs = NULL;
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hr = s->lpVtbl->GetVertexShader(s, 4, &vs);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(!!vs, "Unexpected shader object.\n");
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ID3D10VertexShader_Release(vs);
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effect->lpVtbl->Release(effect);
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refcount = ID3D10Device_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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START_TEST(effect)
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{
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test_effect_constant_buffer_type();
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@ -6028,4 +6084,5 @@ START_TEST(effect)
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test_effect_resource_variable();
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test_effect_optimize();
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test_effect_shader_description();
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test_effect_shader_object();
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}
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