ddraw: Validate "dwSize" when setting viewports.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2018-11-12 15:13:03 +01:00 committed by Alexandre Julliard
parent b5e9896370
commit 709f596b6b

View file

@ -309,6 +309,12 @@ static HRESULT WINAPI d3d_viewport_SetViewport(IDirect3DViewport3 *iface, D3DVIE
if (!vp)
return DDERR_INVALIDPARAMS;
if (vp->dwSize != sizeof(*vp))
{
WARN("Invalid D3DVIEWPORT size %u.\n", vp->dwSize);
return DDERR_INVALIDPARAMS;
}
if (TRACE_ON(ddraw))
{
TRACE(" getting D3DVIEWPORT :\n");
@ -343,13 +349,12 @@ static HRESULT WINAPI d3d_viewport_SetViewport(IDirect3DViewport3 *iface, D3DVIE
}
viewport->use_vp2 = 0;
memset(&viewport->viewports.vp1, 0, sizeof(viewport->viewports.vp1));
memcpy(&viewport->viewports.vp1, vp, vp->dwSize);
viewport->viewports.vp1 = *vp;
/* Empirical testing on a couple of d3d1 games showed that these values
* should be ignored. */
viewport->viewports.vp1.dvMinZ = 0.0;
viewport->viewports.vp1.dvMaxZ = 1.0;
viewport->viewports.vp1.dvMinZ = 0.0f;
viewport->viewports.vp1.dvMaxZ = 1.0f;
if (SUCCEEDED(IDirect3DDevice3_GetCurrentViewport(&device->IDirect3DDevice3_iface, &current_viewport)))
{
@ -950,6 +955,12 @@ static HRESULT WINAPI d3d_viewport_SetViewport2(IDirect3DViewport3 *iface, D3DVI
if (!vp)
return DDERR_INVALIDPARAMS;
if (vp->dwSize != sizeof(*vp))
{
WARN("Invalid D3DVIEWPORT2 size %u.\n", vp->dwSize);
return DDERR_INVALIDPARAMS;
}
if (TRACE_ON(ddraw))
{
TRACE(" getting D3DVIEWPORT2 :\n");
@ -984,8 +995,7 @@ static HRESULT WINAPI d3d_viewport_SetViewport2(IDirect3DViewport3 *iface, D3DVI
}
viewport->use_vp2 = 1;
memset(&viewport->viewports.vp2, 0, sizeof(viewport->viewports.vp2));
memcpy(&viewport->viewports.vp2, vp, vp->dwSize);
viewport->viewports.vp2 = *vp;
if (SUCCEEDED(IDirect3DDevice3_GetCurrentViewport(&device->IDirect3DDevice3_iface, &current_viewport)))
{