Account for GetVertexBufferSlot failure

This commit is contained in:
Clownacy 2020-04-13 13:40:35 +01:00
parent 9275ad4689
commit 8fbf3bbecf

View file

@ -329,10 +329,11 @@ static VertexBufferSlot* GetVertexBufferSlot(unsigned int slots_needed)
while (current_vertex_buffer_slot + slots_needed > local_vertex_buffer_size)
local_vertex_buffer_size <<= 1;
VertexBufferSlot *reallocResult = (VertexBufferSlot *)realloc(local_vertex_buffer, local_vertex_buffer_size * sizeof(VertexBufferSlot));
if (reallocResult != NULL)
VertexBufferSlot *realloc_result = (VertexBufferSlot*)realloc(local_vertex_buffer, local_vertex_buffer_size * sizeof(VertexBufferSlot));
if (realloc_result != NULL)
{
local_vertex_buffer = reallocResult;
local_vertex_buffer = realloc_result;
}
else
{
@ -427,47 +428,50 @@ static void GlyphBatch_Draw(spritebatch_sprite_t *sprites, int count, int textur
// Add data to the vertex queue
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(count);
for (int i = 0; i < count; ++i)
if (vertex_buffer_slot != NULL)
{
RenderBackend_Glyph *glyph = (RenderBackend_Glyph*)sprites[i].image_id;
for (int i = 0; i < count; ++i)
{
RenderBackend_Glyph *glyph = (RenderBackend_Glyph*)sprites[i].image_id;
const GLfloat texture_left = sprites[i].minx;
const GLfloat texture_right = texture_left + ((GLfloat)glyph->width / (GLfloat)texture_w); // Account for width not matching pitch
const GLfloat texture_top = sprites[i].maxy;
const GLfloat texture_bottom = sprites[i].miny;
const GLfloat texture_left = sprites[i].minx;
const GLfloat texture_right = texture_left + ((GLfloat)glyph->width / (GLfloat)texture_w); // Account for width not matching pitch
const GLfloat texture_top = sprites[i].maxy;
const GLfloat texture_bottom = sprites[i].miny;
const GLfloat vertex_left = (sprites[i].x * (2.0f / glyph_destination_surface->width)) - 1.0f;
const GLfloat vertex_right = ((sprites[i].x + glyph->width) * (2.0f / glyph_destination_surface->width)) - 1.0f;
const GLfloat vertex_top = (sprites[i].y * (2.0f / glyph_destination_surface->height)) - 1.0f;
const GLfloat vertex_bottom = ((sprites[i].y + glyph->height) * (2.0f / glyph_destination_surface->height)) - 1.0f;
const GLfloat vertex_left = (sprites[i].x * (2.0f / glyph_destination_surface->width)) - 1.0f;
const GLfloat vertex_right = ((sprites[i].x + glyph->width) * (2.0f / glyph_destination_surface->width)) - 1.0f;
const GLfloat vertex_top = (sprites[i].y * (2.0f / glyph_destination_surface->height)) - 1.0f;
const GLfloat vertex_bottom = ((sprites[i].y + glyph->height) * (2.0f / glyph_destination_surface->height)) - 1.0f;
vertex_buffer_slot[i].vertices[0][0].texture_coordinate.x = texture_left;
vertex_buffer_slot[i].vertices[0][0].texture_coordinate.y = texture_top;
vertex_buffer_slot[i].vertices[0][1].texture_coordinate.x = texture_right;
vertex_buffer_slot[i].vertices[0][1].texture_coordinate.y = texture_top;
vertex_buffer_slot[i].vertices[0][2].texture_coordinate.x = texture_right;
vertex_buffer_slot[i].vertices[0][2].texture_coordinate.y = texture_bottom;
vertex_buffer_slot[i].vertices[0][0].texture_coordinate.x = texture_left;
vertex_buffer_slot[i].vertices[0][0].texture_coordinate.y = texture_top;
vertex_buffer_slot[i].vertices[0][1].texture_coordinate.x = texture_right;
vertex_buffer_slot[i].vertices[0][1].texture_coordinate.y = texture_top;
vertex_buffer_slot[i].vertices[0][2].texture_coordinate.x = texture_right;
vertex_buffer_slot[i].vertices[0][2].texture_coordinate.y = texture_bottom;
vertex_buffer_slot[i].vertices[1][0].texture_coordinate.x = texture_left;
vertex_buffer_slot[i].vertices[1][0].texture_coordinate.y = texture_top;
vertex_buffer_slot[i].vertices[1][1].texture_coordinate.x = texture_right;
vertex_buffer_slot[i].vertices[1][1].texture_coordinate.y = texture_bottom;
vertex_buffer_slot[i].vertices[1][2].texture_coordinate.x = texture_left;
vertex_buffer_slot[i].vertices[1][2].texture_coordinate.y = texture_bottom;
vertex_buffer_slot[i].vertices[1][0].texture_coordinate.x = texture_left;
vertex_buffer_slot[i].vertices[1][0].texture_coordinate.y = texture_top;
vertex_buffer_slot[i].vertices[1][1].texture_coordinate.x = texture_right;
vertex_buffer_slot[i].vertices[1][1].texture_coordinate.y = texture_bottom;
vertex_buffer_slot[i].vertices[1][2].texture_coordinate.x = texture_left;
vertex_buffer_slot[i].vertices[1][2].texture_coordinate.y = texture_bottom;
vertex_buffer_slot[i].vertices[0][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot[i].vertices[0][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot[i].vertices[0][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot[i].vertices[0][1].vertex_coordinate.y = vertex_top;
vertex_buffer_slot[i].vertices[0][2].vertex_coordinate.x = vertex_right;
vertex_buffer_slot[i].vertices[0][2].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot[i].vertices[0][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot[i].vertices[0][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot[i].vertices[0][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot[i].vertices[0][1].vertex_coordinate.y = vertex_top;
vertex_buffer_slot[i].vertices[0][2].vertex_coordinate.x = vertex_right;
vertex_buffer_slot[i].vertices[0][2].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot[i].vertices[1][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot[i].vertices[1][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot[i].vertices[1][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot[i].vertices[1][1].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot[i].vertices[1][2].vertex_coordinate.x = vertex_left;
vertex_buffer_slot[i].vertices[1][2].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot[i].vertices[1][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot[i].vertices[1][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot[i].vertices[1][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot[i].vertices[1][1].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot[i].vertices[1][2].vertex_coordinate.x = vertex_left;
vertex_buffer_slot[i].vertices[1][2].vertex_coordinate.y = vertex_bottom;
}
}
}
@ -761,33 +765,36 @@ void RenderBackend_DrawScreen(void)
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(1);
vertex_buffer_slot->vertices[0][0].texture_coordinate.x = 0.0f;
vertex_buffer_slot->vertices[0][0].texture_coordinate.y = 1.0f;
vertex_buffer_slot->vertices[0][1].texture_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[0][1].texture_coordinate.y = 1.0f;
vertex_buffer_slot->vertices[0][2].texture_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[0][2].texture_coordinate.y = 0.0f;
if (vertex_buffer_slot != NULL)
{
vertex_buffer_slot->vertices[0][0].texture_coordinate.x = 0.0f;
vertex_buffer_slot->vertices[0][0].texture_coordinate.y = 1.0f;
vertex_buffer_slot->vertices[0][1].texture_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[0][1].texture_coordinate.y = 1.0f;
vertex_buffer_slot->vertices[0][2].texture_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[0][2].texture_coordinate.y = 0.0f;
vertex_buffer_slot->vertices[1][0].texture_coordinate.x = 0.0f;
vertex_buffer_slot->vertices[1][0].texture_coordinate.y = 1.0f;
vertex_buffer_slot->vertices[1][1].texture_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[1][1].texture_coordinate.y = 0.0f;
vertex_buffer_slot->vertices[1][2].texture_coordinate.x = 0.0f;
vertex_buffer_slot->vertices[1][2].texture_coordinate.y = 0.0f;
vertex_buffer_slot->vertices[1][0].texture_coordinate.x = 0.0f;
vertex_buffer_slot->vertices[1][0].texture_coordinate.y = 1.0f;
vertex_buffer_slot->vertices[1][1].texture_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[1][1].texture_coordinate.y = 0.0f;
vertex_buffer_slot->vertices[1][2].texture_coordinate.x = 0.0f;
vertex_buffer_slot->vertices[1][2].texture_coordinate.y = 0.0f;
vertex_buffer_slot->vertices[0][0].vertex_coordinate.x = -1.0f;
vertex_buffer_slot->vertices[0][0].vertex_coordinate.y = -1.0f;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.y = -1.0f;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.y = 1.0f;
vertex_buffer_slot->vertices[0][0].vertex_coordinate.x = -1.0f;
vertex_buffer_slot->vertices[0][0].vertex_coordinate.y = -1.0f;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.y = -1.0f;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.y = 1.0f;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.x = -1.0f;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.y = -1.0f;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.y = 1.0f;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.x = -1.0f;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = 1.0f;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.x = -1.0f;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.y = -1.0f;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.x = 1.0f;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.y = 1.0f;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.x = -1.0f;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = 1.0f;
}
FlushVertexBuffer();
@ -937,33 +944,36 @@ void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RECT *rect,
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(1);
vertex_buffer_slot->vertices[0][0].texture_coordinate.x = texture_left;
vertex_buffer_slot->vertices[0][0].texture_coordinate.y = texture_top;
vertex_buffer_slot->vertices[0][1].texture_coordinate.x = texture_right;
vertex_buffer_slot->vertices[0][1].texture_coordinate.y = texture_top;
vertex_buffer_slot->vertices[0][2].texture_coordinate.x = texture_right;
vertex_buffer_slot->vertices[0][2].texture_coordinate.y = texture_bottom;
if (vertex_buffer_slot != NULL)
{
vertex_buffer_slot->vertices[0][0].texture_coordinate.x = texture_left;
vertex_buffer_slot->vertices[0][0].texture_coordinate.y = texture_top;
vertex_buffer_slot->vertices[0][1].texture_coordinate.x = texture_right;
vertex_buffer_slot->vertices[0][1].texture_coordinate.y = texture_top;
vertex_buffer_slot->vertices[0][2].texture_coordinate.x = texture_right;
vertex_buffer_slot->vertices[0][2].texture_coordinate.y = texture_bottom;
vertex_buffer_slot->vertices[1][0].texture_coordinate.x = texture_left;
vertex_buffer_slot->vertices[1][0].texture_coordinate.y = texture_top;
vertex_buffer_slot->vertices[1][1].texture_coordinate.x = texture_right;
vertex_buffer_slot->vertices[1][1].texture_coordinate.y = texture_bottom;
vertex_buffer_slot->vertices[1][2].texture_coordinate.x = texture_left;
vertex_buffer_slot->vertices[1][2].texture_coordinate.y = texture_bottom;
vertex_buffer_slot->vertices[1][0].texture_coordinate.x = texture_left;
vertex_buffer_slot->vertices[1][0].texture_coordinate.y = texture_top;
vertex_buffer_slot->vertices[1][1].texture_coordinate.x = texture_right;
vertex_buffer_slot->vertices[1][1].texture_coordinate.y = texture_bottom;
vertex_buffer_slot->vertices[1][2].texture_coordinate.x = texture_left;
vertex_buffer_slot->vertices[1][2].texture_coordinate.y = texture_bottom;
vertex_buffer_slot->vertices[0][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[0][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot->vertices[0][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[0][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = vertex_bottom;
}
}
void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
@ -1012,19 +1022,22 @@ void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RECT *rect,
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(1);
vertex_buffer_slot->vertices[0][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[0][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.y = vertex_bottom;
if (vertex_buffer_slot != NULL)
{
vertex_buffer_slot->vertices[0][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[0][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[0][1].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[0][2].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[1][0].vertex_coordinate.y = vertex_top;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.x = vertex_right;
vertex_buffer_slot->vertices[1][1].vertex_coordinate.y = vertex_bottom;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.x = vertex_left;
vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = vertex_bottom;
}
}
// ====================