Protect against buffers that actually don't have their contents mapped
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2 changed files with 6 additions and 0 deletions
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@ -216,6 +216,9 @@ void ImGuiPass::update_buffers(RenderTarget& target, const ImDrawData& draw_data
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auto vtx_map = engine->get_gfx()->get_buffer_contents(target.vertex_buffer[target.current_frame]);
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auto vtx_map = engine->get_gfx()->get_buffer_contents(target.vertex_buffer[target.current_frame]);
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auto idx_map = engine->get_gfx()->get_buffer_contents(target.index_buffer[target.current_frame]);
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auto idx_map = engine->get_gfx()->get_buffer_contents(target.index_buffer[target.current_frame]);
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if(vtx_map == nullptr || idx_map == nullptr)
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return;
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auto vtx_dst = (ImDrawVert*)vtx_map;
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auto vtx_dst = (ImDrawVert*)vtx_map;
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auto idx_dst = (ImDrawIdx*)idx_map;
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auto idx_dst = (ImDrawIdx*)idx_map;
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@ -265,6 +265,9 @@ void ShadowPass::render_point(GFXCommandBuffer* command_buffer, Scene& scene, pr
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if((last_point_light + 1) == max_point_shadows)
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if((last_point_light + 1) == max_point_shadows)
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return;
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return;
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if(point_location_map == nullptr)
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return;
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if(scene.point_light_dirty[last_point_light] || light.use_dynamic_shadows) {
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if(scene.point_light_dirty[last_point_light] || light.use_dynamic_shadows) {
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const prism::float3 lightPos = scene.get<Transform>(light_object).get_world_position();
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const prism::float3 lightPos = scene.get<Transform>(light_object).get_world_position();
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