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[d3d9] Use header back buffer limits during validation
Co-authored-by: Blisto91 <47954800+Blisto91@users.noreply.github.com>
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@ -418,11 +418,19 @@ namespace dxvk {
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// can not be higher than D3DSWAPEFFECT_FLIPEX.
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if (unlikely(pPresentationParameters->SwapEffect > D3DSWAPEFFECT_FLIPEX))
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return D3DERR_INVALIDCALL;
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// 30 is the highest supported back buffer count for Ex devices.
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if (unlikely(pPresentationParameters->BackBufferCount > D3DPRESENT_BACK_BUFFERS_MAX_EX))
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return D3DERR_INVALIDCALL;
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} else {
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// The swap effect value on a non-Ex D3D9 device
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// can not be higher than D3DSWAPEFFECT_COPY.
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if (unlikely(pPresentationParameters->SwapEffect > D3DSWAPEFFECT_COPY))
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return D3DERR_INVALIDCALL;
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// 3 is the highest supported back buffer count for non-Ex devices.
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if (unlikely(pPresentationParameters->BackBufferCount > D3DPRESENT_BACK_BUFFERS_MAX))
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return D3DERR_INVALIDCALL;
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}
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// The swap effect value can not be 0.
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@ -438,10 +446,6 @@ namespace dxvk {
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&& pPresentationParameters->BackBufferCount > 1))
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return D3DERR_INVALIDCALL;
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// 3 is the highest supported back buffer count.
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if (unlikely(pPresentationParameters->BackBufferCount > 3))
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return D3DERR_INVALIDCALL;
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// Valid fullscreen presentation intervals must be known values.
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if (unlikely(!pPresentationParameters->Windowed
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&& !(pPresentationParameters->PresentationInterval == D3DPRESENT_INTERVAL_DEFAULT
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