DXMT: keep indexed draw base vertex signed#758
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DXMT v0.80 audit update: This is already addressed in DXMT v0.80: the corresponding D3D11 indexed draw command state uses a signed So this PR is best understood as a narrow backport for VirtualBox's currently vendored DXMT snapshot. |
D3D11 indexed draw calls take BaseVertexLocation as a signed INT, and Metal's baseVertex parameter is signed as well. Keep the DXMT indirect argument and winemetal command fields signed so negative base-vertex offsets are not reinterpreted as large unsigned values. Signed-off-by: Roberto Nibali <rnibali@gmail.com>
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Summary
Keep indexed-draw base-vertex values signed across the bundled DXMT/winemetal command boundary.
BaseVertexLocationis signed in D3D11, and Metal's indexed-drawbaseVertexargument is signed. The two intermediate command fields are currentlyuint32_t; this patch changes only those fields toint32_t. Their size and command layout remain unchanged.Deterministic reproduction
Use an indexed draw with
BaseVertexLocation = -1.MTLD3D11DeviceContextImpl::DrawIndexedreceives the correct signedINTvalue.DXMT_DRAW_INDEXED_ARGUMENTS::BaseVertexcurrently stores0xffffffffin an unsigned field.wmtcmd_render_draw_indexed::base_vertexkeeps it unsigned.baseVertexparameter as positive4294967295, not-1.Keeping both fields signed preserves
-1through the existing command path.Validation
origin/main(5ac81eda).git diff --checkpasses.kmk VBoxDxMton macOS/Arm with LLVM 15.0.7.VBoxDxMt.dylib.Closes #754.
Signed-off-by: Roberto Nibali rnibali@gmail.com