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https://github.com/id-Software/DOOM-3-BFG.git
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Fixed critical out of bounds bug in RB_DrawShaderPasses()
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3023533e57
commit
d176bca1e7
3 changed files with 6 additions and 102 deletions
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@ -310,99 +310,6 @@ void idRenderProgManager::LoadFragmentShader( int index )
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fragmentShaders[index].progId = ( GLuint ) LoadGLSLShader( GL_FRAGMENT_SHADER, fragmentShaders[index].name, fragmentShaders[index].uniforms );
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}
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/*
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================================================================================================
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idRenderProgManager::LoadShader
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================================================================================================
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*/
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GLuint idRenderProgManager::LoadShader( GLenum target, const char* name, const char* startToken )
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{
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idStr fullPath = "renderprogs\\gl\\";
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fullPath += name;
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common->Printf( "%s", fullPath.c_str() );
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char* fileBuffer = NULL;
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fileSystem->ReadFile( fullPath.c_str(), ( void** )&fileBuffer, NULL );
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if( fileBuffer == NULL )
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{
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common->Printf( ": File not found\n" );
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return INVALID_PROGID;
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}
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if( !R_IsInitialized() )
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{
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common->Printf( ": Renderer not initialized\n" );
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fileSystem->FreeFile( fileBuffer );
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return INVALID_PROGID;
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}
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// vertex and fragment shaders are both be present in a single file, so
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// scan for the proper header to be the start point, and stamp a 0 in after the end
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char* start = strstr( ( char* )fileBuffer, startToken );
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if( start == NULL )
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{
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common->Printf( ": %s not found\n", startToken );
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fileSystem->FreeFile( fileBuffer );
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return INVALID_PROGID;
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}
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char* end = strstr( start, "END" );
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if( end == NULL )
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{
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common->Printf( ": END not found for %s\n", startToken );
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fileSystem->FreeFile( fileBuffer );
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return INVALID_PROGID;
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}
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end[3] = 0;
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idStr program = start;
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program.Replace( "vertex.normal", "vertex.attrib[11]" );
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program.Replace( "vertex.texcoord[0]", "vertex.attrib[8]" );
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program.Replace( "vertex.texcoord", "vertex.attrib[8]" );
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GLuint progId;
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qglGenProgramsARB( 1, &progId );
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qglBindProgramARB( target, progId );
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qglGetError();
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qglProgramStringARB( target, GL_PROGRAM_FORMAT_ASCII_ARB, program.Length(), program.c_str() );
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GLenum err = qglGetError();
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GLint ofs = -1;
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qglGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &ofs );
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if( ( err == GL_INVALID_OPERATION ) || ( ofs != -1 ) )
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{
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if( err == GL_INVALID_OPERATION )
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{
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const GLubyte* str = qglGetString( GL_PROGRAM_ERROR_STRING_ARB );
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common->Printf( "\nGL_PROGRAM_ERROR_STRING_ARB: %s\n", str );
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}
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else
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{
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common->Printf( "\nUNKNOWN ERROR\n" );
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}
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if( ofs < 0 )
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{
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common->Printf( "GL_PROGRAM_ERROR_POSITION_ARB < 0\n" );
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}
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else if( ofs >= program.Length() )
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{
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common->Printf( "error at end of shader\n" );
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}
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else
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{
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common->Printf( "error at %i:\n%s", ofs, program.c_str() + ofs );
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}
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qglDeleteProgramsARB( 1, &progId );
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fileSystem->FreeFile( fileBuffer );
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return INVALID_PROGID;
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}
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common->Printf( "\n" );
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fileSystem->FreeFile( fileBuffer );
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return progId;
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}
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/*
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================================================================================================
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idRenderProgManager::BindShader
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@ -368,7 +368,6 @@ protected:
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BindShader( builtinShaders[i], builtinShaders[i] );
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}
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GLuint LoadShader( GLenum target, const char* name, const char* startToken );
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bool CompileGLSL( GLenum target, const char* name );
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GLuint LoadGLSLShader( GLenum target, const char* name, idList<int>& uniforms );
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void LoadGLSLProgram( const int programIndex, const int vertexShaderIndex, const int fragmentShaderIndex );
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@ -3,6 +3,7 @@
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2013 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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@ -178,13 +179,7 @@ void RB_DrawElementsWithCounters( const drawSurf_t* surf )
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if( surf->jointCache )
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{
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// DG: this happens all the time in the erebus1 map with blendlight.vfp,
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// so don't call assert (through verify) here until it's fixed (if fixable)
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// else the game crashes on linux when using debug builds
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// FIXME: fix this properly if possible?
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//if( !verify( renderProgManager.ShaderUsesJoints() ) )
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if( ! renderProgManager.ShaderUsesJoints() )
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// DG end
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if( !verify( renderProgManager.ShaderUsesJoints() ) )
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{
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return;
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}
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@ -2271,7 +2266,10 @@ static int RB_DrawShaderPasses( const drawSurf_t* const* const drawSurfs, const
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GL_State( stageGLState );
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renderProgManager.BindShader( newStage->glslProgram, newStage->glslProgram );
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// RB: CRITICAL BUGFIX: changed newStage->glslProgram to vertexProgram and fragmentProgram
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// otherwise it will result in an out of bounds crash in RB_DrawElementsWithCounters
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renderProgManager.BindShader( newStage->vertexProgram, newStage->fragmentProgram );
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// RB end
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for( int j = 0; j < newStage->numVertexParms; j++ )
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{
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