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Prevent buffer overrun
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1 changed files with 7 additions and 0 deletions
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@ -249,6 +249,13 @@ void VkLightmap::Render()
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drawindexed.Constants[drawindexed.Pos] = pc;
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drawindexed.Constants[drawindexed.Pos] = pc;
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drawindexed.Commands[drawindexed.Pos] = cmd;
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drawindexed.Commands[drawindexed.Pos] = cmd;
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drawindexed.Pos++;
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drawindexed.Pos++;
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if (drawindexed.Pos == drawindexed.BufferSize)
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{
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// Our indirect draw buffer is full. Postpone the rest.
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buffersFull = true;
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break;
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}
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#else
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#else
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cmdbuffer->pushConstants(raytrace.pipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(LightmapRaytracePC), &pc);
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cmdbuffer->pushConstants(raytrace.pipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(LightmapRaytracePC), &pc);
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cmdbuffer->drawIndexed(surface->numElements, 1, surface->startElementIndex, 0, 0);
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cmdbuffer->drawIndexed(surface->numElements, 1, surface->startElementIndex, 0, 0);
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