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Prevent crash when setting empty uniform array
The root of the problem is accessing the first element of an empty array which reads out-of-bounds memory.
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779b963530
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2a4ca6e053
@ -603,7 +603,7 @@ void Shader::setUniformArray(const std::string& name, const Glsl::Vec2* vectorAr
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UniformBinder binder(*this, name);
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UniformBinder binder(*this, name);
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if (binder.location != -1)
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if (binder.location != -1)
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glCheck(GLEXT_glUniform2fv(binder.location, static_cast<GLsizei>(length), &contiguous[0]));
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glCheck(GLEXT_glUniform2fv(binder.location, static_cast<GLsizei>(length), !contiguous.empty() ? &contiguous[0] : NULL));
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}
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}
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@ -614,7 +614,7 @@ void Shader::setUniformArray(const std::string& name, const Glsl::Vec3* vectorAr
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UniformBinder binder(*this, name);
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UniformBinder binder(*this, name);
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if (binder.location != -1)
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if (binder.location != -1)
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glCheck(GLEXT_glUniform3fv(binder.location, static_cast<GLsizei>(length), &contiguous[0]));
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glCheck(GLEXT_glUniform3fv(binder.location, static_cast<GLsizei>(length), !contiguous.empty() ? &contiguous[0] : NULL));
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}
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}
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@ -625,7 +625,7 @@ void Shader::setUniformArray(const std::string& name, const Glsl::Vec4* vectorAr
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UniformBinder binder(*this, name);
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UniformBinder binder(*this, name);
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if (binder.location != -1)
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if (binder.location != -1)
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glCheck(GLEXT_glUniform4fv(binder.location, static_cast<GLsizei>(length), &contiguous[0]));
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glCheck(GLEXT_glUniform4fv(binder.location, static_cast<GLsizei>(length), !contiguous.empty() ? &contiguous[0] : NULL));
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}
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}
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@ -640,7 +640,7 @@ void Shader::setUniformArray(const std::string& name, const Glsl::Mat3* matrixAr
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UniformBinder binder(*this, name);
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UniformBinder binder(*this, name);
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if (binder.location != -1)
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if (binder.location != -1)
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glCheck(GLEXT_glUniformMatrix3fv(binder.location, static_cast<GLsizei>(length), GL_FALSE, &contiguous[0]));
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glCheck(GLEXT_glUniformMatrix3fv(binder.location, static_cast<GLsizei>(length), GL_FALSE, !contiguous.empty() ? &contiguous[0] : NULL));
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}
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}
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@ -655,7 +655,7 @@ void Shader::setUniformArray(const std::string& name, const Glsl::Mat4* matrixAr
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UniformBinder binder(*this, name);
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UniformBinder binder(*this, name);
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if (binder.location != -1)
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if (binder.location != -1)
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glCheck(GLEXT_glUniformMatrix4fv(binder.location, static_cast<GLsizei>(length), GL_FALSE, &contiguous[0]));
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glCheck(GLEXT_glUniformMatrix4fv(binder.location, static_cast<GLsizei>(length), GL_FALSE, !contiguous.empty() ? &contiguous[0] : NULL));
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}
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}
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