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d3d10/effect: Fix indexing in GetGeometryShader().
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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@ -7082,19 +7082,24 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetGeometryShader(
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ID3D10EffectShaderVariable *iface, UINT index, ID3D10GeometryShader **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_GEOMETRYSHADER)
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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_GEOMETRYSHADER)
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{
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WARN("Shader is not a geometry 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.gs))
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if ((*shader = s->shader.gs))
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ID3D10GeometryShader_AddRef(*shader);
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return S_OK;
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@ -6013,6 +6013,7 @@ static void test_effect_shader_description(void)
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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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ID3D10GeometryShader *gs;
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ID3D10EffectVariable *v;
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ID3D10VertexShader *vs;
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ID3D10PixelShader *ps;
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@ -6092,6 +6093,48 @@ static void test_effect_shader_object(void)
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ok(!!ps, "Unexpected shader object.\n");
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ID3D10PixelShader_Release(ps);
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gs = (void *)0xdeadbeef;
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hr = s->lpVtbl->GetGeometryShader(s, 0, &gs);
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ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
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ok(!gs, "Unexpected shader object.\n");
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gs = (void *)0xdeadbeef;
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hr = s->lpVtbl->GetGeometryShader(s, 1, &gs);
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ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
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ok(!gs, "Unexpected shader object.\n");
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gs = (void *)0xdeadbeef;
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hr = s->lpVtbl->GetGeometryShader(s, 2, &gs);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(!gs, "Unexpected shader object.\n");
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gs = (void *)0xdeadbeef;
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hr = s->lpVtbl->GetGeometryShader(s, 3, &gs);
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ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
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ok(!gs, "Unexpected shader object.\n");
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gs = (void *)0xdeadbeef;
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hr = s->lpVtbl->GetGeometryShader(s, 4, &gs);
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ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
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ok(!gs, "Unexpected shader object.\n");
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gs = (void *)0xdeadbeef;
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hr = s->lpVtbl->GetGeometryShader(s, 5, &gs);
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ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
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ok(!gs, "Unexpected shader object.\n");
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gs = NULL;
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hr = s->lpVtbl->GetGeometryShader(s, 6, &gs);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(!!gs, "Unexpected shader object.\n");
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ID3D10GeometryShader_Release(gs);
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gs = NULL;
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hr = s->lpVtbl->GetGeometryShader(s, 7, &gs);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(!!gs, "Unexpected shader object.\n");
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ID3D10GeometryShader_Release(gs);
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effect->lpVtbl->Release(effect);
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refcount = ID3D10Device_Release(device);
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