wined3d: Fix 3d texture layer count for bind tracking.
Fixes out of bounds access introduced by commit
61e02c5e4f
and RiME crash on start.
Signed-off-by: Paul Gofman <pgofman@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
2014d975cc
commit
674dc3b107
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@ -6005,6 +6005,11 @@ static inline BOOL wined3d_dsv_srv_conflict(const struct wined3d_rendertarget_vi
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|| (srv_format->green_size && !(dsv->desc.flags & WINED3D_VIEW_READ_ONLY_STENCIL));
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|| (srv_format->green_size && !(dsv->desc.flags & WINED3D_VIEW_READ_ONLY_STENCIL));
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}
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}
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static inline unsigned int wined3d_bind_layer_count(const struct wined3d_texture *texture)
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{
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return texture->resource.type == WINED3D_RTYPE_TEXTURE_3D ? texture->resource.depth : texture->layer_count;
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}
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static inline bool wined3d_srv_all_subresources(const struct wined3d_shader_resource_view *srv)
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static inline bool wined3d_srv_all_subresources(const struct wined3d_shader_resource_view *srv)
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{
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{
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struct wined3d_texture *texture;
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struct wined3d_texture *texture;
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@ -6017,7 +6022,7 @@ static inline bool wined3d_srv_all_subresources(const struct wined3d_shader_reso
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texture = texture_from_resource(srv->resource);
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texture = texture_from_resource(srv->resource);
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return srv->desc.u.texture.level_count == texture->level_count
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return srv->desc.u.texture.level_count == texture->level_count
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&& srv->desc.u.texture.layer_count == texture->layer_count;
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&& srv->desc.u.texture.layer_count == wined3d_bind_layer_count(texture);
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}
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}
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static inline bool wined3d_rtv_all_subresources(const struct wined3d_rendertarget_view *rtv)
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static inline bool wined3d_rtv_all_subresources(const struct wined3d_rendertarget_view *rtv)
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@ -6031,7 +6036,7 @@ static inline bool wined3d_rtv_all_subresources(const struct wined3d_rendertarge
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return FALSE;
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return FALSE;
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texture = texture_from_resource(rtv->resource);
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texture = texture_from_resource(rtv->resource);
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return texture->level_count == 1 && rtv->layer_count == texture->layer_count;
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return texture->level_count == 1 && rtv->layer_count == wined3d_bind_layer_count(texture);
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}
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}
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static inline void wined3d_srv_bind_count_inc(struct wined3d_shader_resource_view *srv)
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static inline void wined3d_srv_bind_count_inc(struct wined3d_shader_resource_view *srv)
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@ -6049,7 +6054,7 @@ static inline void wined3d_srv_bind_count_inc(struct wined3d_shader_resource_vie
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if (!resource->sub_resource_bind_counts_device
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if (!resource->sub_resource_bind_counts_device
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&& !(resource->sub_resource_bind_counts_device = heap_alloc_zero(texture->level_count
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&& !(resource->sub_resource_bind_counts_device = heap_alloc_zero(texture->level_count
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* texture->layer_count * sizeof(*resource->sub_resource_bind_counts_device))))
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* wined3d_bind_layer_count(texture) * sizeof(*resource->sub_resource_bind_counts_device))))
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return;
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return;
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for (layer = 0; layer < srv->desc.u.texture.layer_count; ++layer)
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for (layer = 0; layer < srv->desc.u.texture.layer_count; ++layer)
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@ -6098,7 +6103,7 @@ static inline void wined3d_rtv_bind_count_inc(struct wined3d_rendertarget_view *
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if (!resource->sub_resource_bind_counts_device
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if (!resource->sub_resource_bind_counts_device
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&& !(resource->sub_resource_bind_counts_device = heap_alloc_zero(texture->level_count
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&& !(resource->sub_resource_bind_counts_device = heap_alloc_zero(texture->level_count
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* texture->layer_count * sizeof(*resource->sub_resource_bind_counts_device))))
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* wined3d_bind_layer_count(texture) * sizeof(*resource->sub_resource_bind_counts_device))))
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return;
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return;
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for (layer = 0; layer < rtv->layer_count; ++layer)
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for (layer = 0; layer < rtv->layer_count; ++layer)
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