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[d3d9] Fix for missing restriction check in ProcessVertices
Co-authored-by: aroztkow <aneta.roztkowska@intel.com>
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@ -2620,9 +2620,18 @@ namespace dxvk {
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DWORD Flags) {
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D3D9DeviceLock lock = LockDevice();
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if (unlikely(pDestBuffer == nullptr || pVertexDecl == nullptr))
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if (unlikely(pDestBuffer == nullptr))
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return D3DERR_INVALIDCALL;
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// When vertex shader 3.0 or above is set as the current vertex shader,
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// the output vertex declaration must be present.
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if (UseProgrammableVS()) {
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const auto& programInfo = GetCommonShader(m_state.vertexShader)->GetInfo();
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if (unlikely(programInfo.majorVersion() >= 3) && (pVertexDecl == nullptr))
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return D3DERR_INVALIDCALL;
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}
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if (!SupportsSWVP()) {
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static bool s_errorShown = false;
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