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More memory fixes
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7c699d07c5
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1 changed files with 24 additions and 2 deletions
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@ -235,13 +235,27 @@ void idMD5Mesh::ParseMesh( idLexer &parser, int numJoints, const idJointMat *joi
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// build the information that will be common to all animations of this mesh:
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// silhouette edge connectivity and normal / tangent generation information
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//
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idDrawVert *verts = (idDrawVert *) _alloca16( texCoords.Num() * sizeof( idDrawVert ) );
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//GB Check there are not too many verts
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// DG: windows only has a 1MB stack and it could happen that we try to allocate >1MB here
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// (in lost mission mod, game/le_hell map), causing a stack overflow
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// to prevent that, use heap allocation if it's >600KB
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size_t allocaSize = texCoords.Num() * sizeof( idDrawVert );
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idDrawVert *verts;
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if(allocaSize < 600000)
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verts = (idDrawVert *) _alloca16( allocaSize );
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else
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verts = (idDrawVert *) Mem_Alloc16( allocaSize );
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for ( i = 0; i < texCoords.Num(); i++ ) {
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verts[i].Clear();
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verts[i].st = texCoords[i];
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}
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TransformVerts( verts, joints );
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deformInfo = R_BuildDeformInfo( texCoords.Num(), verts, tris.Num(), tris.Ptr(), shader->UseUnsmoothedTangents() );
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if(allocaSize >= 600000)
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Mem_Free16( verts );
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}
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/*
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@ -352,12 +366,20 @@ idMD5Mesh::CalcBounds
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*/
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idBounds idMD5Mesh::CalcBounds( const idJointMat *entJoints ) {
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idBounds bounds;
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idDrawVert *verts = (idDrawVert *) _alloca16( texCoords.Num() * sizeof( idDrawVert ) );
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idDrawVert *verts;
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size_t allocaSize = texCoords.Num() * sizeof( idDrawVert );
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if(allocaSize < 600000)
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verts = (idDrawVert *) _alloca16( allocaSize );
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else
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verts = (idDrawVert *) Mem_Alloc16( allocaSize );
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TransformVerts( verts, entJoints );
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SIMDProcessor->MinMax( bounds[0], bounds[1], verts, texCoords.Num() );
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if(allocaSize >= 600000)
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Mem_Free16( verts );
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return bounds;
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}
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