wined3d: Watch out for negative results when validating the shader constant range.

This commit is contained in:
Stefan Dösinger 2006-08-09 18:02:28 +02:00 committed by Alexandre Julliard
parent 4d3952f3dc
commit bfbcfd2234
1 changed files with 2 additions and 2 deletions

View File

@ -4833,7 +4833,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
TRACE("(iface %p, dstData %p, start %d, count %d)\n",
iface, dstData, start, count);
if (dstData == NULL || cnt < 0)
if (dstData == NULL || ((signed int) MAX_CONST_I - (signed int) start) <= (signed int) 0)
return WINED3DERR_INVALIDCALL;
memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
@ -4852,7 +4852,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
TRACE("(iface %p, srcData %p, start %d, count %d)\n",
iface, srcData, start, count);
if (srcData == NULL || cnt < 0)
if (srcData == NULL || ((signed int) GL_LIMITS(vshader_constantsF) - (signed int) start) <= (signed int) 0)
return WINED3DERR_INVALIDCALL;
memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);