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Shader Debugger: Initialize input_vertex to prevent crashes

If the first type of breakpoint to be hit wasn't "Vertex Loaded", the
input_vertex would contain garbage, which would be passed to the shader
interpreter and ocasionally cause crashes.
This commit is contained in:
Yuri Kunde Schlesner 2015-08-25 05:44:59 -03:00
parent 9431ee330a
commit ecbad494d9

View file

@ -301,6 +301,13 @@ GraphicsVertexShaderWidget::GraphicsVertexShaderWidget(std::shared_ptr< Pica::De
: BreakPointObserverDock(debug_context, "Pica Vertex Shader", parent) { : BreakPointObserverDock(debug_context, "Pica Vertex Shader", parent) {
setObjectName("PicaVertexShader"); setObjectName("PicaVertexShader");
// Clear input vertex data so that it contains valid float values in case a debug shader
// execution happens before the first Vertex Loaded breakpoint.
// TODO: This makes a crash in the interpreter much less likely, but not impossible. The
// interpreter should guard against out-of-bounds accesses to ensure crashes in it aren't
// possible.
std::memset(&input_vertex, 0, sizeof(input_vertex));
auto input_data_mapper = new QSignalMapper(this); auto input_data_mapper = new QSignalMapper(this);
// TODO: Support inputting data in hexadecimal raw format // TODO: Support inputting data in hexadecimal raw format