On 20/02/07, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
Am Montag 19 Februar 2007 16:19 schrieb H. Verbeet:
> On 19/02/07, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> >-    if(Sampler >  GL_LIMITS(sampler_stages) || Sampler < 0 || Type >
>
> WINED3D_HIGHEST_SAMPLER_STATE || Type < 0) {
>
> This also checked the sampler state, not just the sampler.
I added a test to see if the sampler state is checked too, and neither ddraw,
d3d8 nor d3d9 did checks on the sampler state / texture stage state. I am not
sure if we should commit the test to wine because it could cause invisible
memory corruption in the native d3d object which randomly breaks other tests.

DirectX is incorrect here, because I have a test for lights where the light
type IS checked.

Would it make sense to catch out of bounds samplers/sampler states,
print a ERR/WARN, and just return WINED3D_OK? Memory corruption is
pretty nasty, and we'd at least have some log info that an application
is doing something it shouldn't be doing.


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