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Vulkan2021
VkCV Framework
Commits
b25ea20a
Commit
b25ea20a
authored
3 years ago
by
Trevor Hollmann
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[
#79
] Handle OOB access errors to buffers.
parent
261eeeed
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1 merge request
!69
Resolve "Rework Asset Loader API"
Pipeline
#26798
passed
3 years ago
Stage: build
Stage: deploy
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1 changed file
modules/asset_loader/src/vkcv/asset/asset_loader.cpp
+12
-2
12 additions, 2 deletions
modules/asset_loader/src/vkcv/asset/asset_loader.cpp
with
12 additions
and
2 deletions
modules/asset_loader/src/vkcv/asset/asset_loader.cpp
+
12
−
2
View file @
b25ea20a
...
...
@@ -350,7 +350,7 @@ namespace vkcv::asset {
Scene
&
scene
,
Mesh
&
mesh
)
{
mesh
.
vertexGroups
.
reserve
(
objectMesh
.
primitives
.
size
());
for
(
const
auto
&
objectPrimitive
:
objectMesh
.
primitives
)
{
for
(
const
auto
&
objectPrimitive
:
objectMesh
.
primitives
)
{
VertexGroup
vertexGroup
;
vertexGroup
.
vertexBuffer
.
attributes
.
reserve
(
...
...
@@ -397,7 +397,7 @@ namespace vkcv::asset {
const
fx
::
gltf
::
Buffer
&
indexBuffer
=
sceneObjects
.
buffers
[
indexBufferView
.
buffer
];
// Because the buffers are already preloaded into the memory by the gltf-library,
// it makes no sense to l
ater
them later on manually again into memory.
// it makes no sense to l
oad
them later on manually again into memory.
vertexGroup
.
indexBuffer
.
data
.
resize
(
indexBufferView
.
byteLength
);
memcpy
(
vertexGroup
.
indexBuffer
.
data
.
data
(),
indexBuffer
.
data
.
data
()
+
indexBufferView
.
byteOffset
,
...
...
@@ -413,7 +413,17 @@ namespace vkcv::asset {
return
ASSET_ERROR
;
}
if
(
posAccessor
.
bufferView
>=
sceneObjects
.
bufferViews
.
size
())
{
vkcv_log
(
LogLevel
::
ERROR
,
"Access to bufferView out of bounds: %lu"
,
posAccessor
.
bufferView
);
return
ASSET_ERROR
;
}
const
fx
::
gltf
::
BufferView
&
vertexBufferView
=
sceneObjects
.
bufferViews
[
posAccessor
.
bufferView
];
if
(
vertexBufferView
.
buffer
>=
sceneObjects
.
buffers
.
size
())
{
vkcv_log
(
LogLevel
::
ERROR
,
"Access to buffer out of bounds: %lu"
,
vertexBufferView
.
buffer
);
return
ASSET_ERROR
;
}
const
fx
::
gltf
::
Buffer
&
vertexBuffer
=
sceneObjects
.
buffers
[
vertexBufferView
.
buffer
];
// only copy relevant part of vertex data
...
...
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