d3d11: Validate stream output buffer strides.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1190,6 +1190,7 @@ static const struct wined3d_parent_ops d3d_geometry_shader_wined3d_parent_ops =
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static HRESULT wined3d_so_elements_from_d3d11_so_entries(struct wined3d_stream_output_element *elements,
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const D3D11_SO_DECLARATION_ENTRY *entries, unsigned int entry_count,
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const unsigned int *buffer_strides, unsigned int buffer_stride_count,
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const struct wined3d_shader_signature *os)
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{
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unsigned int i, j, mask;
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@ -1297,6 +1298,7 @@ static HRESULT wined3d_so_elements_from_d3d11_so_entries(struct wined3d_stream_o
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for (i = 0; i < D3D11_SO_STREAM_COUNT; ++i)
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{
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unsigned int current_stride[D3D11_SO_BUFFER_SLOT_COUNT] = {0};
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BOOL has_element[D3D11_SO_BUFFER_SLOT_COUNT] = {FALSE};
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BOOL is_used[D3D11_SO_BUFFER_SLOT_COUNT] = {FALSE};
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@ -1306,6 +1308,7 @@ static HRESULT wined3d_so_elements_from_d3d11_so_entries(struct wined3d_stream_o
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if (e->stream_idx != i)
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continue;
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current_stride[e->output_slot] += 4 * e->component_count;
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is_used[e->output_slot] = TRUE;
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if (e->register_idx != WINED3D_STREAM_OUTPUT_GAP)
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has_element[e->output_slot] = TRUE;
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@ -1318,6 +1321,19 @@ static HRESULT wined3d_so_elements_from_d3d11_so_entries(struct wined3d_stream_o
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WARN("Stream %u, output slot %u contains only gaps.\n", i, j);
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return E_INVALIDARG;
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}
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if (buffer_stride_count && is_used[j])
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{
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if (buffer_stride_count <= j)
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{
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WARN("Buffer strides are required for all buffer slots.\n");
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return E_INVALIDARG;
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}
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if (buffer_strides[j] < current_stride[j] || buffer_strides[j] % 4)
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{
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WARN("Invalid stride %u for buffer slot %u.\n", buffer_strides[j], j);
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return E_INVALIDARG;
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}
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}
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}
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}
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@ -1376,7 +1392,7 @@ static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader,
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return E_OUTOFMEMORY;
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}
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if (FAILED(hr = wined3d_so_elements_from_d3d11_so_entries(so_desc.elements,
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so_entries, so_entry_count, &desc.output_signature)))
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so_entries, so_entry_count, buffer_strides, buffer_stride_count, &desc.output_signature)))
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{
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HeapFree(GetProcessHeap(), 0, so_desc.elements);
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shader_free_signature(&desc.input_signature);
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