games/0ad: Import patch to fix crash with OpenGL rendering

- Remove patch used to work around the issue

Obtained from:	https://gitea.wildfiregames.com/0ad/0ad/pulls/7605
This commit is contained in:
Guido Falsi 2025-02-14 21:32:04 +01:00
parent 29cd6b11db
commit abff0fc56a
3 changed files with 49 additions and 12 deletions

View file

@ -1,6 +1,6 @@
PORTNAME= 0ad PORTNAME= 0ad
DISTVERSION= 0.27.0 DISTVERSION= 0.27.0
PORTREVISION= 1 PORTREVISION= 2
CATEGORIES= games CATEGORIES= games
MASTER_SITES= https://releases.wildfiregames.com/ MASTER_SITES= https://releases.wildfiregames.com/
DISTFILES= ${PORTNAME}-${DISTVERSION}-unix-build.tar.xz \ DISTFILES= ${PORTNAME}-${DISTVERSION}-unix-build.tar.xz \

View file

@ -0,0 +1,48 @@
From a1f7568df9814d0dc399fc1e4f1c122da24a8f05 Mon Sep 17 00:00:00 2001
From: Vladislav Belov <vladislavbelovdev@gmail.com>
Date: Fri, 7 Feb 2025 22:24:00 +0100
Subject: [PATCH] Fixes out of bounds during GL buffer binding.
---
source/renderer/backend/gl/DeviceCommandContext.cpp | 4 ++++
source/renderer/backend/gl/DeviceCommandContext.h | 2 +-
2 files changed, 5 insertions(+), 1 deletion(-)
diff --git a/source/renderer/backend/gl/DeviceCommandContext.cpp b/source/renderer/backend/gl/DeviceCommandContext.cpp
index dacdd4377b..87bc323305 100644
--- source/renderer/backend/gl/DeviceCommandContext.cpp
+++ source/renderer/backend/gl/DeviceCommandContext.cpp
@@ -246,6 +246,9 @@ CDeviceCommandContext::CDeviceCommandContext(CDevice* device)
for (size_t index = 0; index < m_BoundBuffers.size(); ++index)
{
const CBuffer::Type type = static_cast<CBuffer::Type>(index);
+ // Currently we don't support upload buffers for GL.
+ if (type == CBuffer::Type::UPLOAD)
+ continue;
const GLenum target = BufferTypeToGLTarget(type);
const GLuint handle = 0;
m_BoundBuffers[index].first = target;
@@ -1456,6 +1459,7 @@ CDeviceCommandContext::ScopedBufferBind::ScopedBufferBind(
{
ENSURE(buffer);
m_CacheIndex = static_cast<size_t>(buffer->GetType());
+ ENSURE(m_CacheIndex < m_DeviceCommandContext->m_BoundBuffers.size());
const GLenum target = BufferTypeToGLTarget(buffer->GetType());
const GLuint handle = buffer->GetHandle();
if (m_DeviceCommandContext->m_BoundBuffers[m_CacheIndex].first == target &&
diff --git a/source/renderer/backend/gl/DeviceCommandContext.h b/source/renderer/backend/gl/DeviceCommandContext.h
index 5f1a251007..3d23d89c06 100644
--- source/renderer/backend/gl/DeviceCommandContext.h
+++ source/renderer/backend/gl/DeviceCommandContext.h
@@ -221,7 +221,7 @@ private:
};
using BoundBuffer = std::pair<GLenum, GLuint>;
- std::array<BoundBuffer, 2> m_BoundBuffers;
+ std::array<BoundBuffer, 4> m_BoundBuffers;
class ScopedBufferBind
{
public:
--
2.43.5

View file

@ -1,11 +0,0 @@
--- binaries/data/config/default.cfg.orig 2025-01-28 19:44:19 UTC
+++ binaries/data/config/default.cfg
@@ -154,7 +154,7 @@ textures.maxanisotropy = 2
textures.maxanisotropy = 2
; GPU skinning via compute shaders, requires up-to-date drivers
-gpuskinning = true
+gpuskinning = false
; Use smooth LOS interpolation
smoothlos = true