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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.
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1 changed files with 18 additions and 17 deletions
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@ -221,31 +221,32 @@ RenderMaterial MDLPart::createMaterial(const physis_Material &material)
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auto shpkData = physis_gamedata_extract_file(data, shpkPath.c_str());
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if (shpkData.data != nullptr) {
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newMaterial.shaderPackage = physis_parse_shpk(shpkData);
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if (newMaterial.shaderPackage.p_ptr) {
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// create the material parameters for this shader package
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newMaterial.materialBuffer =
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renderer->device().createBuffer(newMaterial.shaderPackage.material_parameters_size, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
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renderer->device().nameBuffer(newMaterial.materialBuffer, "g_MaterialParameter"); // TODO: add material name
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// create the material parameters for this shader package
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newMaterial.materialBuffer =
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renderer->device().createBuffer(newMaterial.shaderPackage.material_parameters_size, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
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renderer->device().nameBuffer(newMaterial.materialBuffer, "g_MaterialParameter"); // TODO: add material name
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// assumed to be floats, maybe not always true?
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std::vector<float> buffer(newMaterial.shaderPackage.material_parameters_size / sizeof(float));
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// assumed to be floats, maybe not always true?
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std::vector<float> buffer(newMaterial.shaderPackage.material_parameters_size / sizeof(float));
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// copy the material data
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for (uint32_t i = 0; i < newMaterial.shaderPackage.num_material_parameters; i++) {
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auto param = newMaterial.shaderPackage.material_parameters[i];
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// copy the material data
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for (uint32_t i = 0; i < newMaterial.shaderPackage.num_material_parameters; i++) {
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auto param = newMaterial.shaderPackage.material_parameters[i];
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for (uint32_t j = 0; j < newMaterial.mat.num_constants; j++) {
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auto constant = newMaterial.mat.constants[j];
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for (uint32_t j = 0; j < newMaterial.mat.num_constants; j++) {
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auto constant = newMaterial.mat.constants[j];
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if (constant.id == param.id) {
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for (uint32_t z = 0; z < constant.num_values; z++) {
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buffer[(param.byte_offset / sizeof(float)) + z] = constant.values[z];
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if (constant.id == param.id) {
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for (uint32_t z = 0; z < constant.num_values; z++) {
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buffer[(param.byte_offset / sizeof(float)) + z] = constant.values[z];
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}
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}
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}
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}
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}
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renderer->device().copyToBuffer(newMaterial.materialBuffer, buffer.data(), buffer.size() * sizeof(float));
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renderer->device().copyToBuffer(newMaterial.materialBuffer, buffer.data(), buffer.size() * sizeof(float));
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}
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}
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}
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