From: David Gow Date: Tue, 5 Aug 2014 14:19:26 +0000 (+0800) Subject: Fix a huge bunch of memory corruption bugs in GL X-Git-Url: https://git.ucc.asn.au/?a=commitdiff_plain;h=10c3609cc8b3212e54f6e66c129cbd7e852fcc45;p=ipdf%2Fcode.git Fix a huge bunch of memory corruption bugs in GL It now is equally broken across Intel and nVidia. The brokenness can be very pretty, though. --- diff --git a/src/document.cpp b/src/document.cpp index c97aa56..8fc4c9a 100644 --- a/src/document.cpp +++ b/src/document.cpp @@ -397,6 +397,8 @@ void Document::AddPathFromString(const string & d, const Rect & bounds) x[2] = x[1]; y[2] = y[1]; + + Rect segment_bounds(x[0], y[0], x[2] - x[0], y[2] - y[0]); unsigned index = AddBezierData(Bezier(x[0],y[0],x[1],y[1],x[2],y[2])); Add(BEZIER,bounds,index); diff --git a/src/objectrenderer.cpp b/src/objectrenderer.cpp index 9bbcfd6..76955a6 100644 --- a/src/objectrenderer.cpp +++ b/src/objectrenderer.cpp @@ -31,10 +31,14 @@ ObjectRenderer::ObjectRenderer(const ObjectType & type, */ void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) { + // If we don't have anything to render, return. + if (first_obj_id == last_obj_id) return; + // If there are no objects of this type, return. + if (m_indexes.empty()) return; unsigned first_index = 0; - while (m_indexes[first_index] < first_obj_id) first_index ++; + while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++; unsigned last_index = first_index; - while (m_indexes[last_index] < last_obj_id) last_index ++; + while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++; m_shader_program.Use(); m_ibo.Bind(); @@ -303,10 +307,15 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) if (!m_shader_program.Valid()) Warn("Shader is invalid (objects are of type %d)", m_type); + // If we don't have anything to render, return. + if (first_obj_id == last_obj_id) return; + // If there are no objects of this type, return. + if (m_indexes.empty()) return; + unsigned first_index = 0; - while (m_indexes[first_index] < first_obj_id) first_index ++; + while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++; unsigned last_index = first_index; - while (m_indexes[last_index] < last_obj_id) last_index ++; + while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++; m_shader_program.Use(); glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);