d3d11: Improve arguments validation in d3d10_device_CreateGeometryShaderWithStreamOutput().

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 2017-04-04 12:35:57 +02:00 committed by Alexandre Julliard
parent b82a566273
commit 2661fd4ce7
1 changed files with 24 additions and 3 deletions

View File

@ -4928,7 +4928,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShaderWithStreamOutp
UINT output_stream_decl_count, UINT output_stream_stride, ID3D10GeometryShader **shader)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
D3D11_SO_DECLARATION_ENTRY *so_entries;
D3D11_SO_DECLARATION_ENTRY *so_entries = NULL;
struct d3d_geometry_shader *object;
unsigned int i, stride_count = 1;
HRESULT hr;
@ -4938,9 +4938,18 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShaderWithStreamOutp
iface, byte_code, byte_code_length, output_stream_decls,
output_stream_decl_count, output_stream_stride, shader);
if (!(so_entries = d3d11_calloc(output_stream_decl_count, sizeof(*so_entries))))
if (!output_stream_decl_count && output_stream_stride)
{
WARN("Stride must be 0 when declaration entry count is 0.\n");
*shader = NULL;
return E_INVALIDARG;
}
if (output_stream_decl_count
&& !(so_entries = d3d11_calloc(output_stream_decl_count, sizeof(*so_entries))))
{
ERR("Failed to allocate D3D11 SO declaration array memory.\n");
*shader = NULL;
return E_OUTOFMEMORY;
}
@ -4954,14 +4963,26 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShaderWithStreamOutp
so_entries[i].OutputSlot = output_stream_decls[i].OutputSlot;
if (output_stream_decls[i].OutputSlot)
stride_count = 0;
{
stride_count = 0;
if (output_stream_stride)
{
WARN("Stride must be 0 when multiple output slots are used.\n");
HeapFree(GetProcessHeap(), 0, so_entries);
*shader = NULL;
return E_INVALIDARG;
}
}
}
hr = d3d_geometry_shader_create(device, byte_code, byte_code_length,
so_entries, output_stream_decl_count, &output_stream_stride, stride_count, 0, &object);
HeapFree(GetProcessHeap(), 0, so_entries);
if (FAILED(hr))
{
*shader = NULL;
return hr;
}
*shader = &object->ID3D10GeometryShader_iface;