SDL_UpdateTexture: intersect update rect with texture dimension

- fix crash with software renderer
- fix non texture update with opengl/gles2
This commit is contained in:
Sylvain Becker 2021-01-27 10:20:13 +01:00
parent 5e3cf0d1f4
commit 13626c3681
1 changed files with 13 additions and 12 deletions

View File

@ -1540,7 +1540,7 @@ int
SDL_UpdateTexture(SDL_Texture * texture, const SDL_Rect * rect, SDL_UpdateTexture(SDL_Texture * texture, const SDL_Rect * rect,
const void *pixels, int pitch) const void *pixels, int pitch)
{ {
SDL_Rect full_rect; SDL_Rect real_rect;
CHECK_TEXTURE_MAGIC(texture, -1); CHECK_TEXTURE_MAGIC(texture, -1);
@ -1551,28 +1551,30 @@ SDL_UpdateTexture(SDL_Texture * texture, const SDL_Rect * rect,
return SDL_InvalidParamError("pitch"); return SDL_InvalidParamError("pitch");
} }
if (!rect) { real_rect.x = 0;
full_rect.x = 0; real_rect.y = 0;
full_rect.y = 0; real_rect.w = texture->w;
full_rect.w = texture->w; real_rect.h = texture->h;
full_rect.h = texture->h; if (rect) {
rect = &full_rect; if (!SDL_IntersectRect(rect, &real_rect, &real_rect)) {
return 0;
}
} }
if ((rect->w == 0) || (rect->h == 0)) { if (real_rect.w == 0 || real_rect.h == 0) {
return 0; /* nothing to do. */ return 0; /* nothing to do. */
#if SDL_HAVE_YUV #if SDL_HAVE_YUV
} else if (texture->yuv) { } else if (texture->yuv) {
return SDL_UpdateTextureYUV(texture, rect, pixels, pitch); return SDL_UpdateTextureYUV(texture, &real_rect, pixels, pitch);
#endif #endif
} else if (texture->native) { } else if (texture->native) {
return SDL_UpdateTextureNative(texture, rect, pixels, pitch); return SDL_UpdateTextureNative(texture, &real_rect, pixels, pitch);
} else { } else {
SDL_Renderer *renderer = texture->renderer; SDL_Renderer *renderer = texture->renderer;
if (FlushRenderCommandsIfTextureNeeded(texture) < 0) { if (FlushRenderCommandsIfTextureNeeded(texture) < 0) {
return -1; return -1;
} }
return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch); return renderer->UpdateTexture(renderer, texture, &real_rect, pixels, pitch);
} }
} }
@ -1890,7 +1892,6 @@ SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect,
real_rect.y = 0; real_rect.y = 0;
real_rect.w = texture->w; real_rect.w = texture->w;
real_rect.h = texture->h; real_rect.h = texture->h;
if (rect) { if (rect) {
SDL_IntersectRect(rect, &real_rect, &real_rect); SDL_IntersectRect(rect, &real_rect, &real_rect);
} }