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wine
wine-cw
Commits
dc3958c0
Commit
dc3958c0
authored
Jun 16, 2009
by
Henri Verbeet
Committed by
Alexandre Julliard
Jun 16, 2009
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Plain Diff
d3d8: Do some more verification on handles.
parent
f1cb3279
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Showing
2 changed files
with
89 additions
and
32 deletions
+89
-32
d3d8_private.h
dlls/d3d8/d3d8_private.h
+16
-2
device.c
dlls/d3d8/device.c
+73
-30
No files found.
dlls/d3d8/d3d8_private.h
View file @
dc3958c0
...
...
@@ -166,10 +166,24 @@ extern const IWineD3DDeviceParentVtbl d3d8_wined3d_device_parent_vtbl;
#define D3D8_INITIAL_HANDLE_TABLE_SIZE 64
#define D3D8_INVALID_HANDLE ~0U
enum
d3d8_handle_type
{
D3D8_HANDLE_FREE
,
D3D8_HANDLE_VS
,
D3D8_HANDLE_PS
,
D3D8_HANDLE_SB
,
};
struct
d3d8_handle_entry
{
void
*
object
;
enum
d3d8_handle_type
type
;
};
struct
d3d8_handle_table
{
void
*
*
entries
;
void
*
*
free_entries
;
struct
d3d8_handle_entry
*
entries
;
struct
d3d8_handle_entry
*
free_entries
;
UINT
table_size
;
UINT
entry_count
;
};
...
...
dlls/d3d8/device.c
View file @
dc3958c0
...
...
@@ -163,14 +163,23 @@ static UINT vertex_count_from_primitive_count(D3DPRIMITIVETYPE primitive_type, U
}
/* Handle table functions */
static
DWORD
d3d8_allocate_handle
(
struct
d3d8_handle_table
*
t
,
void
*
object
)
static
DWORD
d3d8_allocate_handle
(
struct
d3d8_handle_table
*
t
,
void
*
object
,
enum
d3d8_handle_type
type
)
{
struct
d3d8_handle_entry
*
entry
;
if
(
t
->
free_entries
)
{
/* Use a free handle */
void
**
entry
=
t
->
free_entries
;
t
->
free_entries
=
*
entry
;
*
entry
=
object
;
entry
=
t
->
free_entries
;
if
(
entry
->
type
!=
D3D8_HANDLE_FREE
)
{
ERR
(
"Handle %u(%p) is in the free list, but has type %#x.
\n
"
,
(
entry
-
t
->
entries
),
entry
,
entry
->
type
);
return
D3D8_INVALID_HANDLE
;
}
t
->
free_entries
=
entry
->
object
;
entry
->
object
=
object
;
entry
->
type
=
type
;
return
entry
-
t
->
entries
;
}
...
...
@@ -178,34 +187,68 @@ static DWORD d3d8_allocate_handle(struct d3d8_handle_table *t, void *object)
{
/* Grow the table */
UINT
new_size
=
t
->
table_size
+
(
t
->
table_size
>>
1
);
void
**
new_entries
=
HeapReAlloc
(
GetProcessHeap
(),
0
,
t
->
entries
,
new_size
*
sizeof
(
void
*
));
if
(
!
new_entries
)
return
D3D8_INVALID_HANDLE
;
struct
d3d8_handle_entry
*
new_entries
=
HeapReAlloc
(
GetProcessHeap
(),
0
,
t
->
entries
,
new_size
*
sizeof
(
*
t
->
entries
));
if
(
!
new_entries
)
{
ERR
(
"Failed to grow the handle table.
\n
"
);
return
D3D8_INVALID_HANDLE
;
}
t
->
entries
=
new_entries
;
t
->
table_size
=
new_size
;
}
t
->
entries
[
t
->
entry_count
]
=
object
;
entry
=
&
t
->
entries
[
t
->
entry_count
];
entry
->
object
=
object
;
entry
->
type
=
type
;
return
t
->
entry_count
++
;
}
static
void
*
d3d8_free_handle
(
struct
d3d8_handle_table
*
t
,
DWORD
handle
)
static
void
*
d3d8_free_handle
(
struct
d3d8_handle_table
*
t
,
DWORD
handle
,
enum
d3d8_handle_type
type
)
{
void
**
entry
,
*
object
;
struct
d3d8_handle_entry
*
entry
;
void
*
object
;
if
(
handle
>=
t
->
entry_count
)
return
NULL
;
if
(
handle
==
D3D8_INVALID_HANDLE
||
handle
>=
t
->
entry_count
)
{
WARN
(
"Invalid handle %u passed.
\n
"
,
handle
);
return
NULL
;
}
entry
=
&
t
->
entries
[
handle
];
object
=
*
entry
;
*
entry
=
t
->
free_entries
;
if
(
entry
->
type
!=
type
)
{
WARN
(
"Handle %u(%p) is not of type %#x.
\n
"
,
handle
,
entry
,
type
);
return
NULL
;
}
object
=
entry
->
object
;
entry
->
object
=
t
->
free_entries
;
entry
->
type
=
D3D8_HANDLE_FREE
;
t
->
free_entries
=
entry
;
return
object
;
}
static
void
*
d3d8_get_object
(
struct
d3d8_handle_table
*
t
,
DWORD
handle
)
static
void
*
d3d8_get_object
(
struct
d3d8_handle_table
*
t
,
DWORD
handle
,
enum
d3d8_handle_type
type
)
{
if
(
handle
>=
t
->
entry_count
)
return
NULL
;
return
t
->
entries
[
handle
];
struct
d3d8_handle_entry
*
entry
;
if
(
handle
==
D3D8_INVALID_HANDLE
||
handle
>=
t
->
entry_count
)
{
WARN
(
"Invalid handle %u passed.
\n
"
,
handle
);
return
NULL
;
}
entry
=
&
t
->
entries
[
handle
];
if
(
entry
->
type
!=
type
)
{
WARN
(
"Handle %u(%p) is not of type %#x.
\n
"
,
handle
,
entry
,
type
);
return
NULL
;
}
return
entry
->
object
;
}
/* IDirect3D IUnknown parts follow: */
...
...
@@ -1286,7 +1329,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_EndStateBlock(LPDIRECT3DDEVICE8 iface
object
->
wineD3DStateBlock
=
wineD3DStateBlock
;
*
pToken
=
d3d8_allocate_handle
(
&
This
->
handle_table
,
object
);
*
pToken
=
d3d8_allocate_handle
(
&
This
->
handle_table
,
object
,
D3D8_HANDLE_SB
);
LeaveCriticalSection
(
&
d3d8_cs
);
if
(
*
pToken
==
D3D8_INVALID_HANDLE
)
...
...
@@ -1310,7 +1353,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_ApplyStateBlock(LPDIRECT3DDEVICE8 ifa
TRACE
(
"(%p) %#x Relay
\n
"
,
This
,
Token
);
EnterCriticalSection
(
&
d3d8_cs
);
pSB
=
d3d8_get_object
(
&
This
->
handle_table
,
Token
-
1
);
pSB
=
d3d8_get_object
(
&
This
->
handle_table
,
Token
-
1
,
D3D8_HANDLE_SB
);
if
(
!
pSB
)
{
WARN
(
"Invalid handle (%#x) passed.
\n
"
,
Token
);
...
...
@@ -1330,7 +1373,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CaptureStateBlock(LPDIRECT3DDEVICE8 i
TRACE
(
"(%p) %#x Relay
\n
"
,
This
,
Token
);
EnterCriticalSection
(
&
d3d8_cs
);
pSB
=
d3d8_get_object
(
&
This
->
handle_table
,
Token
-
1
);
pSB
=
d3d8_get_object
(
&
This
->
handle_table
,
Token
-
1
,
D3D8_HANDLE_SB
);
if
(
!
pSB
)
{
WARN
(
"Invalid handle (%#x) passed.
\n
"
,
Token
);
...
...
@@ -1349,7 +1392,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_DeleteStateBlock(LPDIRECT3DDEVICE8 if
TRACE
(
"(%p) Relay
\n
"
,
This
);
EnterCriticalSection
(
&
d3d8_cs
);
pSB
=
d3d8_free_handle
(
&
This
->
handle_table
,
Token
-
1
);
pSB
=
d3d8_free_handle
(
&
This
->
handle_table
,
Token
-
1
,
D3D8_HANDLE_SB
);
LeaveCriticalSection
(
&
d3d8_cs
);
if
(
!
pSB
)
...
...
@@ -1404,7 +1447,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateStateBlock(IDirect3DDevice8 *if
return
hr
;
}
*
handle
=
d3d8_allocate_handle
(
&
This
->
handle_table
,
object
);
*
handle
=
d3d8_allocate_handle
(
&
This
->
handle_table
,
object
,
D3D8_HANDLE_SB
);
LeaveCriticalSection
(
&
d3d8_cs
);
if
(
*
handle
==
D3D8_INVALID_HANDLE
)
...
...
@@ -1771,7 +1814,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
}
EnterCriticalSection
(
&
d3d8_cs
);
handle
=
d3d8_allocate_handle
(
&
This
->
handle_table
,
object
);
handle
=
d3d8_allocate_handle
(
&
This
->
handle_table
,
object
,
D3D8_HANDLE_VS
);
if
(
handle
==
D3D8_INVALID_HANDLE
)
{
ERR
(
"Failed to allocate shader handle
\n
"
);
...
...
@@ -1797,7 +1840,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
{
/* free up object */
FIXME
(
"Call to IWineD3DDevice_CreateVertexShader failed
\n
"
);
d3d8_free_handle
(
&
This
->
handle_table
,
handle
);
d3d8_free_handle
(
&
This
->
handle_table
,
handle
,
D3D8_HANDLE_VS
);
IDirect3DVertexDeclaration8_Release
(
object
->
vertex_declaration
);
HeapFree
(
GetProcessHeap
(),
0
,
object
);
*
ppShader
=
0
;
...
...
@@ -1904,7 +1947,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShader(LPDIRECT3DDEVICE8 ifa
TRACE
(
"Setting shader
\n
"
);
EnterCriticalSection
(
&
d3d8_cs
);
shader
=
d3d8_get_object
(
&
This
->
handle_table
,
pShader
-
(
VS_HIGHESTFIXEDFXF
+
1
));
shader
=
d3d8_get_object
(
&
This
->
handle_table
,
pShader
-
(
VS_HIGHESTFIXEDFXF
+
1
)
,
D3D8_HANDLE_VS
);
if
(
!
shader
)
{
WARN
(
"Invalid handle (%#x) passed.
\n
"
,
pShader
);
...
...
@@ -1970,7 +2013,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_DeleteVertexShader(LPDIRECT3DDEVICE
EnterCriticalSection
(
&
d3d8_cs
);
shader
=
d3d8_free_handle
(
&
This
->
handle_table
,
pShader
-
(
VS_HIGHESTFIXEDFXF
+
1
));
shader
=
d3d8_free_handle
(
&
This
->
handle_table
,
pShader
-
(
VS_HIGHESTFIXEDFXF
+
1
)
,
D3D8_HANDLE_VS
);
if
(
!
shader
)
{
WARN
(
"Invalid handle (%#x) passed.
\n
"
,
pShader
);
...
...
@@ -2039,7 +2082,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderDeclaration(LPDIRECT3D
EnterCriticalSection
(
&
d3d8_cs
);
shader
=
d3d8_get_object
(
&
This
->
handle_table
,
pVertexShader
-
(
VS_HIGHESTFIXEDFXF
+
1
));
shader
=
d3d8_get_object
(
&
This
->
handle_table
,
pVertexShader
-
(
VS_HIGHESTFIXEDFXF
+
1
)
,
D3D8_HANDLE_VS
);
LeaveCriticalSection
(
&
d3d8_cs
);
if
(
!
shader
)
{
...
...
@@ -2075,7 +2118,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderFunction(LPDIRECT3DDEV
EnterCriticalSection
(
&
d3d8_cs
);
shader
=
d3d8_get_object
(
&
This
->
handle_table
,
pVertexShader
-
(
VS_HIGHESTFIXEDFXF
+
1
));
shader
=
d3d8_get_object
(
&
This
->
handle_table
,
pVertexShader
-
(
VS_HIGHESTFIXEDFXF
+
1
)
,
D3D8_HANDLE_VS
);
if
(
!
shader
)
{
WARN
(
"Invalid handle (%#x) passed.
\n
"
,
pVertexShader
);
...
...
@@ -2178,7 +2221,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 i
return
hr
;
}
handle
=
d3d8_allocate_handle
(
&
This
->
handle_table
,
object
);
handle
=
d3d8_allocate_handle
(
&
This
->
handle_table
,
object
,
D3D8_HANDLE_PS
);
LeaveCriticalSection
(
&
d3d8_cs
);
if
(
handle
==
D3D8_INVALID_HANDLE
)
{
...
...
@@ -2209,7 +2252,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShader(LPDIRECT3DDEVICE8 ifac
return
hr
;
}
shader
=
d3d8_get_object
(
&
This
->
handle_table
,
pShader
-
(
VS_HIGHESTFIXEDFXF
+
1
));
shader
=
d3d8_get_object
(
&
This
->
handle_table
,
pShader
-
(
VS_HIGHESTFIXEDFXF
+
1
)
,
D3D8_HANDLE_PS
);
if
(
!
shader
)
{
WARN
(
"Invalid handle (%#x) passed.
\n
"
,
pShader
);
...
...
@@ -2260,7 +2303,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(LPDIRECT3DDEVICE8 i
EnterCriticalSection
(
&
d3d8_cs
);
shader
=
d3d8_free_handle
(
&
This
->
handle_table
,
pShader
-
(
VS_HIGHESTFIXEDFXF
+
1
));
shader
=
d3d8_free_handle
(
&
This
->
handle_table
,
pShader
-
(
VS_HIGHESTFIXEDFXF
+
1
)
,
D3D8_HANDLE_PS
);
if
(
!
shader
)
{
WARN
(
"Invalid handle (%#x) passed.
\n
"
,
pShader
);
...
...
@@ -2316,7 +2359,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderFunction(LPDIRECT3DDEVI
TRACE
(
"(%p) : pPixelShader %#x, pData %p, pSizeOfData %p
\n
"
,
This
,
pPixelShader
,
pData
,
pSizeOfData
);
EnterCriticalSection
(
&
d3d8_cs
);
shader
=
d3d8_get_object
(
&
This
->
handle_table
,
pPixelShader
-
(
VS_HIGHESTFIXEDFXF
+
1
));
shader
=
d3d8_get_object
(
&
This
->
handle_table
,
pPixelShader
-
(
VS_HIGHESTFIXEDFXF
+
1
)
,
D3D8_HANDLE_PS
);
if
(
!
shader
)
{
WARN
(
"Invalid handle (%#x) passed.
\n
"
,
pPixelShader
);
...
...
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