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Add bounds check for shaders
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1 changed files with 9 additions and 1 deletions
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@ -138,7 +138,15 @@ namespace TEN::Renderer::Utils
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void ShaderManager::Bind(Shader shader, bool forceNull)
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void ShaderManager::Bind(Shader shader, bool forceNull)
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{
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{
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const auto& shaderObj = _shaders[(int)shader];
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int shaderIndex = (int)shader;
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if (shaderIndex >= _shaders.size())
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{
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TENLog("Attempt to access nonexistent shader with index " + std::to_string(shaderIndex), LogLevel::Error);
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return;
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}
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const auto& shaderObj = _shaders[shaderIndex];
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if (shaderObj.Vertex.Shader != nullptr || forceNull)
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if (shaderObj.Vertex.Shader != nullptr || forceNull)
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_context->VSSetShader(shaderObj.Vertex.Shader.Get(), nullptr, 0);
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_context->VSSetShader(shaderObj.Vertex.Shader.Get(), nullptr, 0);
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