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vkd3d-shader: Align the start offset instead of the size in bytecode_put_bytes().
The practical effect this has is that we avoid potential trailing padding at the end of DXBC blobs. Unfortunately this also means we need to be more careful about using bytecode_get_size() to find the offset where subsequent data would get written, although in many cases this follows a put_u32() call.
This commit is contained in:
committed by
Alexandre Julliard
parent
a0a3fb0e5f
commit
d6d9aab31c
Notes:
Alexandre Julliard
2023-04-04 22:36:34 +02:00
Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/144
@@ -342,20 +342,19 @@ void vkd3d_shader_error(struct vkd3d_shader_message_context *context, const stru
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size_t bytecode_put_bytes(struct vkd3d_bytecode_buffer *buffer, const void *bytes, size_t size)
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{
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size_t aligned_size = align(size, 4);
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size_t offset = buffer->size;
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size_t offset = bytecode_get_next_offset(buffer);
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if (buffer->status)
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return offset;
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if (!vkd3d_array_reserve((void **)&buffer->data, &buffer->capacity, offset + aligned_size, 1))
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if (!vkd3d_array_reserve((void **)&buffer->data, &buffer->capacity, offset + size, 1))
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{
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buffer->status = VKD3D_ERROR_OUT_OF_MEMORY;
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return offset;
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}
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memset(buffer->data + buffer->size, 0xab, offset - buffer->size);
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memcpy(buffer->data + offset, bytes, size);
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memset(buffer->data + offset + size, 0xab, aligned_size - size);
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buffer->size = offset + aligned_size;
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buffer->size = offset + size;
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return offset;
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}
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