GL_TEXTURE_FREE_MEMORY_ATI returns 4 values, not just 1

This should fix a buffer overflow that happens on ATI cards.
This commit is contained in:
Dale Glass 2020-11-28 02:07:08 +01:00
parent 4e1b6838cc
commit 182302c3e7

View file

@ -219,19 +219,21 @@ void GLBackend::init() {
}
size_t GLBackend::getAvailableMemory() {
GLint mem;
// GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX returns 1 value
// GL_TEXTURE_FREE_MEMORY_ATI returns 4 values, we only need the first
GLint mem[4] = {0,0,0,0};
switch( _videoCard ) {
case NVIDIA:
#if !defined(Q_OS_ANDROID)
glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, &mem);
glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, &mem[0]);
#endif
return mem * BYTES_PER_KIB;
return mem[0] * BYTES_PER_KIB;
case ATI:
#if !defined(Q_OS_ANDROID)
glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, &mem);
glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, &mem[0]);
#endif
return mem * BYTES_PER_KIB;
return mem[0] * BYTES_PER_KIB;
case MESA:
return 0; // Don't know the current value
case Unknown:
@ -1002,4 +1004,4 @@ void GLBackend::setCameraCorrection(const Mat4& correction, const Mat4& prevRend
void GLBackend::syncProgram(const gpu::ShaderPointer& program) {
gpu::gl::GLShader::sync(*this, *program);
}
}