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[d3d8] Validate depth stencil format use with CopyRects #207

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Jul 7, 2024
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7 changes: 7 additions & 0 deletions src/d3d8/d3d8_device.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -570,6 +570,13 @@ namespace dxvk {
src->GetD3D9()->GetDesc(&srcDesc);
dst->GetD3D9()->GetDesc(&dstDesc);

// This method cannot be applied to surfaces whose formats
// are classified as depth stencil formats.
if (unlikely(isDepthStencilFormat(D3DFORMAT(srcDesc.Format)) ||
isDepthStencilFormat(D3DFORMAT(dstDesc.Format)))) {
return D3DERR_INVALIDCALL;
}

StateChange();

// If pSourceRectsArray is NULL, then the entire surface is copied
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10 changes: 10 additions & 0 deletions src/d3d8/d3d8_format.h
Original file line number Diff line number Diff line change
Expand Up @@ -26,6 +26,16 @@ namespace dxvk {
|| fmt == D3DFMT_D24X8;
}

constexpr bool isDepthStencilFormat(D3DFORMAT fmt) {
return fmt == D3DFMT_D16_LOCKABLE
|| fmt == D3DFMT_D16
|| fmt == D3DFMT_D32
|| fmt == D3DFMT_D15S1
|| fmt == D3DFMT_D24X4S4
|| fmt == D3DFMT_D24S8
|| fmt == D3DFMT_D24X8;
}

// Get bytes per pixel (or 4x4 block for DXT)
constexpr UINT getFormatStride(D3DFORMAT fmt) {
switch (fmt) {
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