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Fix crash when loading an invalid shader package

It tries to make a buffer of zero size, which does not make any sense.
This commit is contained in:
Joshua Goins 2025-05-01 18:00:01 -04:00
parent d82333ae3e
commit 092037b0d5

View file

@ -221,31 +221,32 @@ RenderMaterial MDLPart::createMaterial(const physis_Material &material)
auto shpkData = physis_gamedata_extract_file(data, shpkPath.c_str());
if (shpkData.data != nullptr) {
newMaterial.shaderPackage = physis_parse_shpk(shpkData);
if (newMaterial.shaderPackage.p_ptr) {
// create the material parameters for this shader package
newMaterial.materialBuffer =
renderer->device().createBuffer(newMaterial.shaderPackage.material_parameters_size, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
renderer->device().nameBuffer(newMaterial.materialBuffer, "g_MaterialParameter"); // TODO: add material name
// create the material parameters for this shader package
newMaterial.materialBuffer =
renderer->device().createBuffer(newMaterial.shaderPackage.material_parameters_size, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
renderer->device().nameBuffer(newMaterial.materialBuffer, "g_MaterialParameter"); // TODO: add material name
// assumed to be floats, maybe not always true?
std::vector<float> buffer(newMaterial.shaderPackage.material_parameters_size / sizeof(float));
// assumed to be floats, maybe not always true?
std::vector<float> buffer(newMaterial.shaderPackage.material_parameters_size / sizeof(float));
// copy the material data
for (uint32_t i = 0; i < newMaterial.shaderPackage.num_material_parameters; i++) {
auto param = newMaterial.shaderPackage.material_parameters[i];
// copy the material data
for (uint32_t i = 0; i < newMaterial.shaderPackage.num_material_parameters; i++) {
auto param = newMaterial.shaderPackage.material_parameters[i];
for (uint32_t j = 0; j < newMaterial.mat.num_constants; j++) {
auto constant = newMaterial.mat.constants[j];
for (uint32_t j = 0; j < newMaterial.mat.num_constants; j++) {
auto constant = newMaterial.mat.constants[j];
if (constant.id == param.id) {
for (uint32_t z = 0; z < constant.num_values; z++) {
buffer[(param.byte_offset / sizeof(float)) + z] = constant.values[z];
if (constant.id == param.id) {
for (uint32_t z = 0; z < constant.num_values; z++) {
buffer[(param.byte_offset / sizeof(float)) + z] = constant.values[z];
}
}
}
}
}
renderer->device().copyToBuffer(newMaterial.materialBuffer, buffer.data(), buffer.size() * sizeof(float));
renderer->device().copyToBuffer(newMaterial.materialBuffer, buffer.data(), buffer.size() * sizeof(float));
}
}
}