d3d10/effect: Fix indexing in GetOutputSignatureElementDesc().
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -6999,6 +6999,43 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetPixelShader(
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return S_OK;
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}
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static HRESULT d3d10_get_shader_variable_signature(struct d3d10_effect_variable *v,
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UINT shader_index, UINT element_index, BOOL output, D3D10_SIGNATURE_PARAMETER_DESC *desc)
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{
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struct d3d10_effect_shader_variable *s;
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unsigned int i;
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if (v->type->element_count)
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v = &v->elements[0];
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if (shader_index == 0)
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{
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s = &v->u.shader;
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}
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else
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{
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/* Index is used as an offset from this variable. */
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for (i = 0; i < v->effect->used_shader_count; ++i)
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{
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if (v == v->effect->used_shaders[i]) break;
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}
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if (i + shader_index >= v->effect->used_shader_count)
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{
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WARN("This should crash!\n");
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return E_FAIL;
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}
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s = &v->effect->used_shaders[i + shader_index]->u.shader;
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}
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if (!s->reflection)
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return D3DERR_INVALIDCALL;
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return s->reflection->lpVtbl->GetOutputParameterDesc(s->reflection, element_index, desc);
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}
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static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetInputSignatureElementDesc(
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ID3D10EffectShaderVariable *iface, UINT shader_index, UINT element_index,
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D3D10_SIGNATURE_PARAMETER_DESC *desc)
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@ -7060,7 +7097,6 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetOutputSignature
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D3D10_SIGNATURE_PARAMETER_DESC *desc)
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{
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struct d3d10_effect_variable *v = impl_from_ID3D10EffectShaderVariable(iface);
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struct d3d10_effect_shader_variable *s;
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TRACE("iface %p, shader_index %u, element_index %u, desc %p\n",
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iface, shader_index, element_index, desc);
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@ -7071,19 +7107,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetOutputSignature
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return E_FAIL;
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}
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/* Check shader_index, this crashes on W7/DX10 */
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if (shader_index >= v->effect->used_shader_count)
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{
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WARN("This should crash on W7/DX10!\n");
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return E_FAIL;
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}
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s = &v->effect->used_shaders[shader_index]->u.shader;
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if (!s->reflection)
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return D3DERR_INVALIDCALL;
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return s->reflection->lpVtbl->GetOutputParameterDesc(s->reflection, element_index, desc);
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return d3d10_get_shader_variable_signature(v, shader_index, element_index, TRUE, desc);
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}
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@ -3656,24 +3656,22 @@ todo_wine
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ps = v->lpVtbl->AsShader(v);
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hr = ps->lpVtbl->GetOutputSignatureElementDesc(ps, 0, 0, &sign);
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todo_wine
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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if (SUCCEEDED(hr))
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ok(!strcmp(sign.SemanticName, "SV_Target"), "Unexpected semantic %s.\n", sign.SemanticName);
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hr = ps->lpVtbl->GetOutputSignatureElementDesc(ps, 4, 0, &sign);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(!strcmp(sign.SemanticName, "SV_POSITION"), "Unexpected semantic %s.\n", sign.SemanticName);
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v = effect->lpVtbl->GetVariableByName(effect, "v");
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vs = v->lpVtbl->AsShader(v);
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hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 0, 0, &sign);
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todo_wine
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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if (SUCCEEDED(hr))
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ok(!strcmp(sign.SemanticName, "SV_POSITION"), "Unexpected semantic %s.\n", sign.SemanticName);
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hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 1, 0, &sign);
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todo_wine
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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if (SUCCEEDED(hr))
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ok(!strcmp(sign.SemanticName, "SV_POSITION"), "Unexpected semantic %s.\n", sign.SemanticName);
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/* NULL shader variable */
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@ -3683,6 +3681,16 @@ todo_wine
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hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 0, 0, &sign);
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ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
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hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 1, 0, &sign);
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ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
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hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 2, 0, &sign);
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ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
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hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 3, 0, &sign);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(!strcmp(sign.SemanticName, "SV_POSITION"), "Unexpected semantic %s.\n", sign.SemanticName);
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effect->lpVtbl->Release(effect);
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refcount = ID3D10Device_Release(device);
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