Make sure both software and OpenGL ignore patches that are completely out of a multi-patch texture's bounds.

This fixes OpenGL in particular crashing because of such a weird situation.
This commit is contained in:
Monster Iestyn 2018-02-09 17:23:35 +00:00
parent b1695de124
commit bf88407d00
2 changed files with 25 additions and 2 deletions

View file

@ -62,19 +62,31 @@ static void HWR_DrawPatchInCache(GLMipmap_t *mipmap,
UINT8 texel;
UINT16 texelu16;
if (!ptexturewidth)
return;
x1 = originx;
x2 = x1 + SHORT(realpatch->width);
if (x1 > ptexturewidth || x2 < 0)
return; // patch not located within texture's x bounds, ignore
if (originy > ptextureheight || (originy + SHORT(realpatch->height)) < 0)
return; // patch not located within texture's y bounds, ignore
// patch is actually inside the texture!
// now check if texture is partly off-screen and adjust accordingly
// left edge
if (x1 < 0)
x = 0;
else
x = x1;
// right edge
if (x2 > ptexturewidth)
x2 = ptexturewidth;
if (!ptexturewidth)
return;
col = x * pblockwidth / ptexturewidth;
ncols = ((x2 - x) * pblockwidth) / ptexturewidth;

View file

@ -439,11 +439,22 @@ static UINT8 *R_GenerateTexture(size_t texnum)
height = SHORT(realpatch->height);
x2 = x1 + width;
if (x1 > texture->width || x2 < 0)
continue; // patch not located within texture's x bounds, ignore
if (patch->originy > texture->height || (patch->originy + height) < 0)
continue; // patch not located within texture's y bounds, ignore
// patch is actually inside the texture!
// now check if texture is partly off-screen and adjust accordingly
// left edge
if (x1 < 0)
x = 0;
else
x = x1;
// right edge
if (x2 > texture->width)
x2 = texture->width;