wined3d: Check the result from wine_rb_get() before using it in WINE_RB_ENTRY_VALUE.
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cae6a32b08
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@ -3277,6 +3277,7 @@ static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_sh
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static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
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IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
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struct ps_compile_args *ps_args) {
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struct wine_rb_entry *entry;
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glsl_program_key_t key;
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key.vshader = vshader;
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@ -3284,8 +3285,8 @@ static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_p
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key.vs_args = *vs_args;
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key.ps_args = *ps_args;
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return WINE_RB_ENTRY_VALUE(wine_rb_get(&priv->program_lookup, &key),
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struct glsl_shader_prog_link, program_lookup_entry);
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entry = wine_rb_get(&priv->program_lookup, &key);
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return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
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}
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/* GL locking is done by the caller */
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@ -2103,7 +2103,8 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting
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const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
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const struct ffp_frag_settings *settings)
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{
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return WINE_RB_ENTRY_VALUE(wine_rb_get(fragment_shaders, settings), struct ffp_frag_desc, entry);
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struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
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return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
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}
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void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
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