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>
This commit is contained in:
Nikolay Sivov 2021-09-03 12:30:02 +03:00 committed by Alexandre Julliard
parent 288428cc73
commit 3b074fa3be
2 changed files with 53 additions and 5 deletions

View File

@ -7082,19 +7082,24 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetGeometryShader(
ID3D10EffectShaderVariable *iface, UINT index, ID3D10GeometryShader **shader)
{
struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(iface);
struct d3d10_effect_shader_variable *s;
D3D10_SHADER_VARIABLE_TYPE basetype;
HRESULT hr;
TRACE("iface %p, index %u, shader %p.\n", iface, index, shader);
if (v->type->element_count)
v = impl_from_ID3D10EffectVariable(iface->lpVtbl->GetElement(iface, index));
*shader = NULL;
if (v->type->basetype != D3D10_SVT_GEOMETRYSHADER)
if (FAILED(hr = d3d10_get_shader_variable(v, index, &s, &basetype)))
return hr;
if (basetype != D3D10_SVT_GEOMETRYSHADER)
{
WARN("Shader is not a geometry shader.\n");
return E_FAIL;
return D3DERR_INVALIDCALL;
}
if ((*shader = v->u.shader.shader.gs))
if ((*shader = s->shader.gs))
ID3D10GeometryShader_AddRef(*shader);
return S_OK;

View File

@ -6013,6 +6013,7 @@ static void test_effect_shader_description(void)
static void test_effect_shader_object(void)
{
ID3D10EffectShaderVariable *s;
ID3D10GeometryShader *gs;
ID3D10EffectVariable *v;
ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
@ -6092,6 +6093,48 @@ static void test_effect_shader_object(void)
ok(!!ps, "Unexpected shader object.\n");
ID3D10PixelShader_Release(ps);
gs = (void *)0xdeadbeef;
hr = s->lpVtbl->GetGeometryShader(s, 0, &gs);
ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
ok(!gs, "Unexpected shader object.\n");
gs = (void *)0xdeadbeef;
hr = s->lpVtbl->GetGeometryShader(s, 1, &gs);
ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
ok(!gs, "Unexpected shader object.\n");
gs = (void *)0xdeadbeef;
hr = s->lpVtbl->GetGeometryShader(s, 2, &gs);
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
ok(!gs, "Unexpected shader object.\n");
gs = (void *)0xdeadbeef;
hr = s->lpVtbl->GetGeometryShader(s, 3, &gs);
ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
ok(!gs, "Unexpected shader object.\n");
gs = (void *)0xdeadbeef;
hr = s->lpVtbl->GetGeometryShader(s, 4, &gs);
ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
ok(!gs, "Unexpected shader object.\n");
gs = (void *)0xdeadbeef;
hr = s->lpVtbl->GetGeometryShader(s, 5, &gs);
ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
ok(!gs, "Unexpected shader object.\n");
gs = NULL;
hr = s->lpVtbl->GetGeometryShader(s, 6, &gs);
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
ok(!!gs, "Unexpected shader object.\n");
ID3D10GeometryShader_Release(gs);
gs = NULL;
hr = s->lpVtbl->GetGeometryShader(s, 7, &gs);
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
ok(!!gs, "Unexpected shader object.\n");
ID3D10GeometryShader_Release(gs);
effect->lpVtbl->Release(effect);
refcount = ID3D10Device_Release(device);