On Mon, Aug 23, 2021 at 10:23 AM Nikolay Sivov <nsivov(a)codeweavers.com> wrote:
Signed-off-by: Nikolay Sivov <nsivov(a)codeweavers.com> --- dlls/d3d10/effect.c | 52 ++++++++++++++++++++++++++++----------- dlls/d3d10/tests/effect.c | 26 +++++++++++++------- 2 files changed, 55 insertions(+), 23 deletions(-)
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c index 3f0916e60d5..e261e5a7cd7 100644 --- a/dlls/d3d10/effect.c +++ b/dlls/d3d10/effect.c @@ -6999,6 +6999,43 @@ static HRESULT STDMETHODCALLTYPE d3d10_effect_shader_variable_GetPixelShader( return S_OK; }
+static HRESULT d3d10_get_shader_variable_signature(struct d3d10_effect_variable *v, + UINT shader_index, UINT element_index, BOOL output, D3D10_SIGNATURE_PARAMETER_DESC *desc) +{ + struct d3d10_effect_shader_variable *s; + unsigned int i; + + if (v->type->element_count) + v = &v->elements[0]; + + if (shader_index == 0) + { + s = &v->u.shader; + } + else + { + /* Index is used as an offset from this variable. */ + + for (i = 0; i < v->effect->used_shader_count; ++i) + { + if (v == v->effect->used_shaders[i]) break; + } + + if (i + shader_index >= v->effect->used_shader_count) + { + WARN("This should crash!\n"); + return E_FAIL; + }
I know this follows the trend of existing WARN() messages in the DLL but I'd rather we print a more explicit and less excited message, like "Shader index out of range" or something along those lines.
diff --git a/dlls/d3d10/tests/effect.c b/dlls/d3d10/tests/effect.c index df0d1a99ef4..1b8e765a8e6 100644 --- a/dlls/d3d10/tests/effect.c +++ b/dlls/d3d10/tests/effect.c @@ -3656,25 +3656,23 @@ todo_wine ps = v->lpVtbl->AsShader(v);
hr = ps->lpVtbl->GetOutputSignatureElementDesc(ps, 0, 0, &sign); -todo_wine ok(hr == S_OK, "Unexpected hr %#x.\n", hr); - if (SUCCEEDED(hr)) - ok(!strcmp(sign.SemanticName, "SV_Target"), "Unexpected semantic %s.\n", sign.SemanticName); + ok(!strcmp(sign.SemanticName, "SV_Target"), "Unexpected semantic %s.\n", sign.SemanticName); + + hr = ps->lpVtbl->GetOutputSignatureElementDesc(ps, 4, 0, &sign); + ok(hr == S_OK, "Unexpected hr %#x.\n", hr); + ok(!strcmp(sign.SemanticName, "SV_POSITION"), "Unexpected semantic %s.\n", sign.SemanticName);
v = effect->lpVtbl->GetVariableByName(effect, "v"); vs = v->lpVtbl->AsShader(v);
hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 0, 0, &sign); -todo_wine ok(hr == S_OK, "Unexpected hr %#x.\n", hr); - if (SUCCEEDED(hr)) - ok(!strcmp(sign.SemanticName, "SV_POSITION"), "Unexpected semantic %s.\n", sign.SemanticName); + ok(!strcmp(sign.SemanticName, "SV_POSITION"), "Unexpected semantic %s.\n", sign.SemanticName);
hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 1, 0, &sign); -todo_wine ok(hr == S_OK, "Unexpected hr %#x.\n", hr); - if (SUCCEEDED(hr)) - ok(!strcmp(sign.SemanticName, "SV_POSITION"), "Unexpected semantic %s.\n", sign.SemanticName); + ok(!strcmp(sign.SemanticName, "SV_POSITION"), "Unexpected semantic %s.\n", sign.SemanticName);
/* NULL shader variable */ v = effect->lpVtbl->GetVariableByName(effect, "v0"); @@ -3683,6 +3681,16 @@ todo_wine hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 0, 0, &sign); ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
+ hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 1, 0, &sign); + ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr); + + hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 2, 0, &sign); + ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr); + + hr = vs->lpVtbl->GetOutputSignatureElementDesc(vs, 3, 0, &sign); + ok(hr == S_OK, "Unexpected hr %#x.\n", hr); + ok(!strcmp(sign.SemanticName, "SV_POSITION"), "Unexpected semantic %s.\n", sign.SemanticName); + effect->lpVtbl->Release(effect);
refcount = ID3D10Device_Release(device);
BTW, that's some amazing behavior by native...