diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index 0b0328523bf..edfa33f853c 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -164,6 +164,7 @@ static IDXGISwapChain *create_swapchain(ID3D10Device *device, HWND window, BOOL static void test_create_texture2d(void) { ULONG refcount, expected_refcount; + D3D10_SUBRESOURCE_DATA data = {0}; ID3D10Device *device, *tmp; D3D10_TEXTURE2D_DESC desc; ID3D10Texture2D *texture; @@ -188,6 +189,9 @@ static void test_create_texture2d(void) desc.CPUAccessFlags = 0; desc.MiscFlags = 0; + hr = ID3D10Device_CreateTexture2D(device, &desc, &data, &texture); + ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + expected_refcount = get_refcount((IUnknown *)device) + 1; hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr); @@ -255,6 +259,7 @@ static void test_create_texture2d(void) static void test_create_texture3d(void) { ULONG refcount, expected_refcount; + D3D10_SUBRESOURCE_DATA data = {0}; ID3D10Device *device, *tmp; D3D10_TEXTURE3D_DESC desc; ID3D10Texture3D *texture; @@ -277,6 +282,9 @@ static void test_create_texture3d(void) desc.CPUAccessFlags = 0; desc.MiscFlags = 0; + hr = ID3D10Device_CreateTexture3D(device, &desc, &data, &texture); + ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + expected_refcount = get_refcount((IUnknown *)device) + 1; hr = ID3D10Device_CreateTexture3D(device, &desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create a 3d texture, hr %#x.\n", hr); diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c index 1e039e4128b..82694bb80f6 100644 --- a/dlls/wined3d/texture.c +++ b/dlls/wined3d/texture.c @@ -727,12 +727,22 @@ HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture, return WINED3D_OK; } -static void wined3d_texture_upload_data(struct wined3d_texture *texture, const struct wined3d_sub_resource_data *data) +static HRESULT wined3d_texture_upload_data(struct wined3d_texture *texture, + const struct wined3d_sub_resource_data *data) { unsigned int sub_count = texture->level_count * texture->layer_count; struct wined3d_context *context; unsigned int i; + for (i = 0; i < sub_count; ++i) + { + if (!data[i].data) + { + WARN("Invalid sub-resource data specified for sub-resource %u.\n", i); + return E_INVALIDARG; + } + } + context = context_acquire(texture->resource.device, NULL); wined3d_texture_prepare_texture(texture, context, FALSE); @@ -748,6 +758,8 @@ static void wined3d_texture_upload_data(struct wined3d_texture *texture, const s } context_release(context); + + return WINED3D_OK; } static void texture2d_sub_resource_load(struct wined3d_resource *sub_resource, @@ -1444,8 +1456,12 @@ HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct /* FIXME: We'd like to avoid ever allocating system memory for the texture * in this case. */ - if (data) - wined3d_texture_upload_data(object, data); + if (data && FAILED(hr = wined3d_texture_upload_data(object, data))) + { + wined3d_texture_cleanup(object); + HeapFree(GetProcessHeap(), 0, object); + return hr; + } TRACE("Created texture %p.\n", object); *texture = object;