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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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d82333ae3e
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092037b0d5
1 changed files with 18 additions and 17 deletions
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@ -221,7 +221,7 @@ 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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auto shpkData = physis_gamedata_extract_file(data, shpkPath.c_str());
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if (shpkData.data != nullptr) {
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if (shpkData.data != nullptr) {
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newMaterial.shaderPackage = physis_parse_shpk(shpkData);
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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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// create the material parameters for this shader package
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newMaterial.materialBuffer =
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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().createBuffer(newMaterial.shaderPackage.material_parameters_size, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
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@ -248,6 +248,7 @@ RenderMaterial MDLPart::createMaterial(const physis_Material &material)
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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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}
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}
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for (uint32_t i = 0; i < material.num_textures; i++) {
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for (uint32_t i = 0; i < material.num_textures; i++) {
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std::string t = material.textures[i];
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std::string t = material.textures[i];
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