Fix a huge bunch of memory corruption bugs in GL
authorDavid Gow <david@ingeniumdigital.com>
Tue, 5 Aug 2014 14:19:26 +0000 (22:19 +0800)
committerDavid Gow <david@ingeniumdigital.com>
Tue, 5 Aug 2014 14:19:26 +0000 (22:19 +0800)
It now is equally broken across Intel and nVidia.

The brokenness can be very pretty, though.

src/document.cpp
src/objectrenderer.cpp

index c97aa56..8fc4c9a 100644 (file)
@@ -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);
index 9bbcfd6..76955a6 100644 (file)
@@ -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);

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