d3d9: Fix crash in d3d9_vertexbuffer_Release().
If there is no draw buffer then buffer pointer gets freed in wined3d_buffer_decref() via d3d9_vertexbuffer_wined3d_parent_ops and consequent check for buffer->draw_buffer results in freed memory access. Signed-off-by: Paul Gofman <gofmanp@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -76,12 +76,13 @@ static ULONG WINAPI d3d9_vertexbuffer_Release(IDirect3DVertexBuffer9 *iface)
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if (!refcount)
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if (!refcount)
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{
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{
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struct wined3d_buffer *draw_buffer = buffer->draw_buffer;
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IDirect3DDevice9Ex *device = buffer->parent_device;
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IDirect3DDevice9Ex *device = buffer->parent_device;
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wined3d_mutex_lock();
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wined3d_mutex_lock();
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wined3d_buffer_decref(buffer->wined3d_buffer);
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wined3d_buffer_decref(buffer->wined3d_buffer);
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if (buffer->draw_buffer)
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if (draw_buffer)
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wined3d_buffer_decref(buffer->draw_buffer);
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wined3d_buffer_decref(draw_buffer);
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wined3d_mutex_unlock();
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wined3d_mutex_unlock();
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/* Release the device last, as it may cause the device to be destroyed. */
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/* Release the device last, as it may cause the device to be destroyed. */
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