wined3d: Validate "data" in wined3d_texture_upload_data().
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@ -164,6 +164,7 @@ static IDXGISwapChain *create_swapchain(ID3D10Device *device, HWND window, BOOL
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static void test_create_texture2d(void)
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{
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ULONG refcount, expected_refcount;
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D3D10_SUBRESOURCE_DATA data = {0};
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ID3D10Device *device, *tmp;
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D3D10_TEXTURE2D_DESC desc;
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ID3D10Texture2D *texture;
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@ -188,6 +189,9 @@ static void test_create_texture2d(void)
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desc.CPUAccessFlags = 0;
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desc.MiscFlags = 0;
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hr = ID3D10Device_CreateTexture2D(device, &desc, &data, &texture);
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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expected_refcount = get_refcount((IUnknown *)device) + 1;
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hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
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@ -255,6 +259,7 @@ static void test_create_texture2d(void)
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static void test_create_texture3d(void)
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{
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ULONG refcount, expected_refcount;
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D3D10_SUBRESOURCE_DATA data = {0};
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ID3D10Device *device, *tmp;
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D3D10_TEXTURE3D_DESC desc;
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ID3D10Texture3D *texture;
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@ -277,6 +282,9 @@ static void test_create_texture3d(void)
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desc.CPUAccessFlags = 0;
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desc.MiscFlags = 0;
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hr = ID3D10Device_CreateTexture3D(device, &desc, &data, &texture);
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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expected_refcount = get_refcount((IUnknown *)device) + 1;
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hr = ID3D10Device_CreateTexture3D(device, &desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create a 3d texture, hr %#x.\n", hr);
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@ -727,12 +727,22 @@ HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
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return WINED3D_OK;
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}
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static void wined3d_texture_upload_data(struct wined3d_texture *texture, const struct wined3d_sub_resource_data *data)
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static HRESULT wined3d_texture_upload_data(struct wined3d_texture *texture,
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const struct wined3d_sub_resource_data *data)
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{
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unsigned int sub_count = texture->level_count * texture->layer_count;
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struct wined3d_context *context;
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unsigned int i;
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for (i = 0; i < sub_count; ++i)
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{
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if (!data[i].data)
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{
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WARN("Invalid sub-resource data specified for sub-resource %u.\n", i);
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return E_INVALIDARG;
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}
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}
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context = context_acquire(texture->resource.device, NULL);
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wined3d_texture_prepare_texture(texture, context, FALSE);
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@ -748,6 +758,8 @@ static void wined3d_texture_upload_data(struct wined3d_texture *texture, const s
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}
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context_release(context);
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return WINED3D_OK;
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}
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static void texture2d_sub_resource_load(struct wined3d_resource *sub_resource,
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@ -1444,8 +1456,12 @@ HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct
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/* FIXME: We'd like to avoid ever allocating system memory for the texture
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* in this case. */
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if (data)
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wined3d_texture_upload_data(object, data);
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if (data && FAILED(hr = wined3d_texture_upload_data(object, data)))
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{
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wined3d_texture_cleanup(object);
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HeapFree(GetProcessHeap(), 0, object);
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return hr;
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}
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TRACE("Created texture %p.\n", object);
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*texture = object;
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