return D3DERR_INVALIDCALL;
}
static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderFunction(LPDIRECT3DDEVICE8 iface, DWORD pVertexShader, void* pData, DWORD* pSizeOfData) {
- IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)pVertexShader;
+ IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
+ IDirect3DVertexShader8Impl *shader = NULL;
- TRACE("(%p) : Relay\n", This);
- return IWineD3DVertexShader_GetFunction(This->wineD3DVertexShader, pData, (UINT *)pSizeOfData);
+ TRACE("(%p) : pVertexShader %#x, pData %p, pSizeOfData %p\n", This, pVertexShader, pData, pSizeOfData);
+
+ if (pVertexShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pVertexShader - (VS_HIGHESTFIXEDFXF + 1)) {
+ ERR("Passed an invalid shader handle.\n");
+ return D3DERR_INVALIDCALL;
+ }
+
+ shader = This->shader_handles[pVertexShader - (VS_HIGHESTFIXEDFXF + 1)];
+ return IWineD3DVertexShader_GetFunction(shader->wineD3DVertexShader, pData, (UINT *)pSizeOfData);
}
static HRESULT WINAPI IDirect3DDevice8Impl_SetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8* pIndexData, UINT baseVertexIndex) {