d3d10/effect: Fix index access in GetBlendState().
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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@ -8531,17 +8531,15 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_blend_variable_GetBlendState(ID3D1
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TRACE("iface %p, index %u, blend_state %p.\n", iface, index, blend_state);
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if (v->type->element_count)
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v = impl_from_ID3D10EffectVariable(iface->lpVtbl->GetElement(iface, index));
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else if (index)
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return E_FAIL;
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if (v->type->basetype != D3D10_SVT_BLEND)
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if (!iface->lpVtbl->IsValid(iface))
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{
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WARN("Variable is not a blend state.\n");
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WARN("Invalid variable.\n");
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return E_FAIL;
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}
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if (!(v = d3d10_get_state_variable(v, index, &v->effect->blend_states)))
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return E_FAIL;
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if ((*blend_state = v->u.state.object.blend))
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ID3D10BlendState_AddRef(*blend_state);
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@ -4530,8 +4530,22 @@ static void test_effect_state_groups(void)
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blend_desc.RenderTargetWriteMask[0]);
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ok(blend_desc.RenderTargetWriteMask[7] == 0x7, "Got unexpected RenderTargetWriteMask[7] %#x.\n",
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blend_desc.RenderTargetWriteMask[7]);
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hr = b->lpVtbl->GetBlendState(b, 0, &blend_state);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ID3D10BlendState_GetDesc(blend_state, &blend_desc);
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ok(blend_desc.SrcBlend == D3D10_BLEND_ONE, "Got unexpected SrcBlend %#x.\n", blend_desc.SrcBlend);
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ID3D10BlendState_Release(blend_state);
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b->lpVtbl->GetBackingStore(b, 1, &blend_desc);
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ok(blend_desc.SrcBlend == D3D10_BLEND_SRC_COLOR, "Got unexpected SrcBlend %#x.\n", blend_desc.SrcBlend);
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hr = b->lpVtbl->GetBlendState(b, 1, &blend_state);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ID3D10BlendState_GetDesc(blend_state, &blend_desc);
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/* We can't check the SrcBlend value from the ID3D10BlendState object
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* descriptor because BlendEnable[0] is effectively false, which forces
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* normalization of all the other descriptor values. We can at least
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* confirm that we got blend_state2 by checking BlendEnable[0] itself. */
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ok(!blend_desc.BlendEnable[0], "Got unexpected BlendEnable[0] %#x.\n", blend_desc.BlendEnable[0]);
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ID3D10BlendState_Release(blend_state);
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v = effect->lpVtbl->GetVariableByName(effect, "ds_state");
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d = v->lpVtbl->AsDepthStencil(v);
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