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>
This commit is contained in:
Nikolay Sivov 2022-01-25 12:13:33 +01:00 committed by Alexandre Julliard
parent bf89b610d3
commit f0cb616fd9
2 changed files with 19 additions and 7 deletions

View File

@ -8531,17 +8531,15 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_blend_variable_GetBlendState(ID3D1
TRACE("iface %p, index %u, blend_state %p.\n", iface, index, blend_state);
if (v->type->element_count)
v = impl_from_ID3D10EffectVariable(iface->lpVtbl->GetElement(iface, index));
else if (index)
return E_FAIL;
if (v->type->basetype != D3D10_SVT_BLEND)
if (!iface->lpVtbl->IsValid(iface))
{
WARN("Variable is not a blend state.\n");
WARN("Invalid variable.\n");
return E_FAIL;
}
if (!(v = d3d10_get_state_variable(v, index, &v->effect->blend_states)))
return E_FAIL;
if ((*blend_state = v->u.state.object.blend))
ID3D10BlendState_AddRef(*blend_state);

View File

@ -4530,8 +4530,22 @@ static void test_effect_state_groups(void)
blend_desc.RenderTargetWriteMask[0]);
ok(blend_desc.RenderTargetWriteMask[7] == 0x7, "Got unexpected RenderTargetWriteMask[7] %#x.\n",
blend_desc.RenderTargetWriteMask[7]);
hr = b->lpVtbl->GetBlendState(b, 0, &blend_state);
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
ID3D10BlendState_GetDesc(blend_state, &blend_desc);
ok(blend_desc.SrcBlend == D3D10_BLEND_ONE, "Got unexpected SrcBlend %#x.\n", blend_desc.SrcBlend);
ID3D10BlendState_Release(blend_state);
b->lpVtbl->GetBackingStore(b, 1, &blend_desc);
ok(blend_desc.SrcBlend == D3D10_BLEND_SRC_COLOR, "Got unexpected SrcBlend %#x.\n", blend_desc.SrcBlend);
hr = b->lpVtbl->GetBlendState(b, 1, &blend_state);
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
ID3D10BlendState_GetDesc(blend_state, &blend_desc);
/* We can't check the SrcBlend value from the ID3D10BlendState object
* descriptor because BlendEnable[0] is effectively false, which forces
* normalization of all the other descriptor values. We can at least
* confirm that we got blend_state2 by checking BlendEnable[0] itself. */
ok(!blend_desc.BlendEnable[0], "Got unexpected BlendEnable[0] %#x.\n", blend_desc.BlendEnable[0]);
ID3D10BlendState_Release(blend_state);
v = effect->lpVtbl->GetVariableByName(effect, "ds_state");
d = v->lpVtbl->AsDepthStencil(v);