wined3d: Validate the sub-resource index in wined3d_rendertarget_view_init().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -60,18 +60,16 @@ void * CDECL wined3d_rendertarget_view_get_parent(const struct wined3d_rendertar
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void * CDECL wined3d_rendertarget_view_get_sub_resource_parent(const struct wined3d_rendertarget_view *view)
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{
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struct wined3d_resource *sub_resource;
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struct wined3d_texture *texture;
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TRACE("view %p.\n", view);
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if (view->resource->type == WINED3D_RTYPE_BUFFER)
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return wined3d_buffer_get_parent(buffer_from_resource(view->resource));
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if (!(sub_resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(view->resource),
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view->sub_resource_idx)))
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return NULL;
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texture = wined3d_texture_from_resource(view->resource);
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return wined3d_resource_get_parent(sub_resource);
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return wined3d_resource_get_parent(texture->sub_resources[view->sub_resource_idx].resource);
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}
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void CDECL wined3d_rendertarget_view_set_parent(struct wined3d_rendertarget_view *view, void *parent)
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@ -88,15 +86,13 @@ struct wined3d_resource * CDECL wined3d_rendertarget_view_get_resource(const str
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return view->resource;
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}
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static void wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view,
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static HRESULT wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view,
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const struct wined3d_rendertarget_view_desc *desc, struct wined3d_resource *resource,
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void *parent, const struct wined3d_parent_ops *parent_ops)
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{
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const struct wined3d_gl_info *gl_info = &resource->device->adapter->gl_info;
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view->refcount = 1;
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view->resource = resource;
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wined3d_resource_incref(resource);
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view->parent = parent;
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view->parent_ops = parent_ops;
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@ -113,16 +109,20 @@ static void wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *vie
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else
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{
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struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
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struct wined3d_resource *sub_resource;
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if (desc->u.texture.level_idx >= texture->level_count
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|| desc->u.texture.layer_idx >= texture->layer_count
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|| desc->u.texture.layer_count > texture->layer_count - desc->u.texture.layer_idx)
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return WINED3DERR_INVALIDCALL;
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view->sub_resource_idx = desc->u.texture.layer_idx * texture->level_count + desc->u.texture.level_idx;
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sub_resource = wined3d_texture_get_sub_resource(texture, view->sub_resource_idx);
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view->buffer_offset = 0;
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view->width = sub_resource->width;
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view->height = sub_resource->height;
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view->width = wined3d_texture_get_level_width(texture, desc->u.texture.level_idx);
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view->height = wined3d_texture_get_level_height(texture, desc->u.texture.level_idx);
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view->depth = desc->u.texture.layer_count;
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}
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wined3d_resource_incref(view->resource = resource);
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_rendertarget_view_create(const struct wined3d_rendertarget_view_desc *desc,
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@ -130,6 +130,7 @@ HRESULT CDECL wined3d_rendertarget_view_create(const struct wined3d_rendertarget
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struct wined3d_rendertarget_view **view)
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{
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struct wined3d_rendertarget_view *object;
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HRESULT hr;
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TRACE("desc %p, resource %p, parent %p, parent_ops %p, view %p.\n",
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desc, resource, parent, parent_ops, view);
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@ -137,12 +138,17 @@ HRESULT CDECL wined3d_rendertarget_view_create(const struct wined3d_rendertarget
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if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
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return E_OUTOFMEMORY;
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wined3d_rendertarget_view_init(object, desc, resource, parent, parent_ops);
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if (FAILED(hr = wined3d_rendertarget_view_init(object, desc, resource, parent, parent_ops)))
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{
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HeapFree(GetProcessHeap(), 0, object);
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WARN("Failed to initialise view, hr %#x.\n", hr);
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return hr;
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}
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TRACE("Created render target view %p.\n", object);
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*view = object;
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return WINED3D_OK;
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return hr;
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}
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HRESULT CDECL wined3d_rendertarget_view_create_from_sub_resource(struct wined3d_texture *texture,
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@ -2958,17 +2958,14 @@ struct wined3d_rendertarget_view
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static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
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const struct wined3d_rendertarget_view *view)
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{
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struct wined3d_resource *resource;
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struct wined3d_texture *texture;
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if (!view || view->resource->type != WINED3D_RTYPE_TEXTURE_2D)
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return NULL;
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texture = wined3d_texture_from_resource(view->resource);
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if (!(resource = wined3d_texture_get_sub_resource(texture, view->sub_resource_idx)))
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return NULL;
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return surface_from_resource(resource);
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return texture->sub_resources[view->sub_resource_idx].u.surface;
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}
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struct wined3d_shader_resource_view
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