Fix out-of-bounds font atlas accesses
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1 changed files with 6 additions and 3 deletions
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@ -12,6 +12,8 @@
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#include "File.h"
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#include "Backends/Rendering.h"
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#define MAX(a,b) ((a) > (b) ? (a) : (b))
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// Cave Story wasn't intended to use font anti-aliasing. It's only because Microsoft enabled it
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// by default from Windows Vista onwards that the game started using it.
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// Font anti-aliasing conflicts with the game's colour-keying, causing ugly artifacting around
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@ -1080,11 +1082,12 @@ FontObject* LoadFontFromData(const unsigned char *data, size_t data_size, size_t
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size_t atlas_entry_width = FT_MulFix(font_object->face->bbox.xMax - font_object->face->bbox.xMin + 1, font_object->face->size->metrics.x_scale) / 64;
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size_t atlas_entry_height = FT_MulFix(font_object->face->bbox.yMax - font_object->face->bbox.yMin + 1, font_object->face->size->metrics.y_scale) / 64;
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font_object->atlas_row_length = ceil(sqrt(atlas_entry_width * atlas_entry_height * TOTAL_GLYPH_SLOTS) / atlas_entry_width);
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size_t atlas_columns = ceil(sqrt(atlas_entry_width * atlas_entry_height * TOTAL_GLYPH_SLOTS) / atlas_entry_width);
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size_t atlas_rows = ceil(sqrt(atlas_entry_width * atlas_entry_height * TOTAL_GLYPH_SLOTS) / atlas_entry_height);
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size_t texture_size = font_object->atlas_row_length * atlas_entry_width;
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font_object->atlas_row_length = atlas_columns;
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font_object->atlas = RenderBackend_CreateGlyphAtlas(texture_size);
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font_object->atlas = RenderBackend_CreateGlyphAtlas(MAX(atlas_columns * atlas_entry_width, atlas_rows * atlas_entry_height));
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if (font_object->atlas != NULL)
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{
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