engine: client: vgui: track textures upload to avoid issues in buggy mods (that are probably will never get fixed)
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1 changed files with 81 additions and 13 deletions
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@ -25,20 +25,29 @@ GNU General Public License for more details.
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#define VGUI_MAX_TEXTURES 1024
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typedef struct vgui_reusable_texture_s
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{
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int gl_texturenum;
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byte hash[16];
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} vgui_reusable_texture_t;
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typedef struct vgui_static_s
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{
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qboolean initialized;
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VGUI_DefaultCursor cursor;
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vguiapi_t dllFuncs;
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int textures[VGUI_MAX_TEXTURES];
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vgui_reusable_texture_t *textures;
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int texture_id;
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int max_textures;
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int bound_texture;
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byte color[4];
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qboolean enable_texture;
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HINSTANCE hInstance;
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poolhandle_t mempool;
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enum VGUI_KeyCode virtualKeyTrans[256];
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} vgui_static_t;
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@ -49,9 +58,16 @@ static CVAR_DEFINE_AUTO( vgui_utf8, "0", FCVAR_ARCHIVE, "enable utf-8 support fo
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static void GAME_EXPORT VGUI_DrawInit( void )
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{
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memset( vgui.textures, 0, sizeof( vgui.textures ));
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if( vgui.mempool )
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Mem_EmptyPool( vgui.mempool );
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else vgui.mempool = Mem_AllocPool( "VGui Support Pool" );
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vgui.textures = NULL;
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memset( vgui.color, 0, sizeof( vgui.color ));
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vgui.texture_id = vgui.bound_texture = 0;
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vgui.texture_id = 0;
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vgui.bound_texture = 0;
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vgui.max_textures = 0;
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vgui.enable_texture = true;
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}
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@ -60,28 +76,79 @@ static void GAME_EXPORT VGUI_DrawShutdown( void )
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int i;
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for( i = 1; i < vgui.texture_id; i++ )
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ref.dllFuncs.GL_FreeTexture( vgui.textures[i] );
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ref.dllFuncs.GL_FreeTexture( vgui.textures[i].gl_texturenum );
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Mem_FreePool( &vgui.mempool );
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vgui.textures = NULL;
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memset( vgui.color, 0, sizeof( vgui.color ));
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vgui.texture_id = 0;
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vgui.bound_texture = 0;
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vgui.max_textures = 0;
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}
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static int GAME_EXPORT VGUI_GenerateTexture( void )
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{
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if( ++vgui.texture_id >= VGUI_MAX_TEXTURES )
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Host_Error( "%s: VGUI_MAX_TEXTURES limit exceeded\n", __func__ );
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// allocate new
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if( vgui.texture_id + 1 >= vgui.max_textures )
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{
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if( vgui.max_textures + VGUI_MAX_TEXTURES >= VGUI_MAX_TEXTURES * VGUI_MAX_TEXTURES )
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{
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// in theory it might look up texture that hasn't been bound for a while and
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// reuse that but it will eventually overwrite some important textures anyway
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Con_Printf( S_ERROR "%s: Refusing resizing VGUI textures array due to memory leak\n", __func__ );
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return vgui.texture_id;
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}
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return vgui.texture_id;
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vgui.max_textures += VGUI_MAX_TEXTURES;
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// this potentially might leak memory if VGUI is used incorrectly!
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// (like in Cry of Fear)
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vgui.textures = Mem_Realloc( vgui.mempool, vgui.textures, sizeof( *vgui.textures ) * vgui.max_textures );
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// warn mod developer
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if( vgui.max_textures >= VGUI_MAX_TEXTURES * 4 )
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Con_Printf( S_ERROR "%s: Potential memory leak in VGUI code is detected!\n", __func__ );
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}
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return ++vgui.texture_id;
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}
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static void GAME_EXPORT VGUI_UploadTexture( int id, const char *buffer, int width, int height )
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{
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rgbdata_t r_image = { 0 };
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char texName[32];
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MD5Context_t ctx;
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byte hash[16];
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if( id <= 0 || id >= VGUI_MAX_TEXTURES )
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if( id <= 0 || id >= vgui.max_textures || width <= 0 || height <= 0 )
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{
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Con_DPrintf( S_ERROR "%s: bad texture %i. Ignored\n", __func__, id );
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return;
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}
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// need to do this as some mods tend to upload same texture over and over
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// exhausing engine-wide limit on textures and leaking vram
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MD5Init( &ctx );
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MD5Update( &ctx, buffer, width * height * 4 );
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MD5Final( hash, &ctx );
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// it's a new texture, try to find a copy
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if( vgui.textures[id].gl_texturenum == 0 )
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{
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int i;
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for( i = 1; i < vgui.texture_id; i++ )
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{
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if( vgui.textures[i].gl_texturenum != 0 && !memcmp( vgui.textures[i].hash, hash, sizeof( hash )))
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{
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// copy data to new texture id
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vgui.textures[id] = vgui.textures[i];
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return;
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}
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}
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}
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Q_snprintf( texName, sizeof( texName ), "*vgui%i", id );
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r_image.width = width;
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@ -91,7 +158,8 @@ static void GAME_EXPORT VGUI_UploadTexture( int id, const char *buffer, int widt
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r_image.flags = IMAGE_HAS_COLOR|IMAGE_HAS_ALPHA;
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r_image.buffer = (byte*)buffer;
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vgui.textures[id] = GL_LoadTextureInternal( texName, &r_image, TF_IMAGE );
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vgui.textures[id].gl_texturenum = GL_LoadTextureInternal( texName, &r_image, TF_IMAGE );
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memcpy( vgui.textures[id].hash, hash, sizeof( hash ));
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}
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static void GAME_EXPORT VGUI_CreateTexture( int id, int width, int height )
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@ -109,10 +177,10 @@ static void GAME_EXPORT VGUI_UploadTextureBlock( int id, int drawX, int drawY, c
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static void GAME_EXPORT VGUI_BindTexture( int id )
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{
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if( id <= 0 || id >= VGUI_MAX_TEXTURES || !vgui.textures[id] )
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if( id <= 0 || id >= vgui.max_textures || !vgui.textures[id].gl_texturenum )
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id = 1; // NOTE: same as bogus index 2700 in GoldSrc
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ref.dllFuncs.GL_Bind( XASH_TEXTURE0, vgui.textures[id] );
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ref.dllFuncs.GL_Bind( XASH_TEXTURE0, vgui.textures[id].gl_texturenum );
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vgui.bound_texture = id;
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}
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@ -121,7 +189,7 @@ static void GAME_EXPORT VGUI_GetTextureSizes( int *w, int *h )
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int texnum;
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if( vgui.bound_texture )
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texnum = vgui.textures[vgui.bound_texture];
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texnum = vgui.textures[vgui.bound_texture].gl_texturenum;
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else
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texnum = R_GetBuiltinTexture( REF_DEFAULT_TEXTURE );
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@ -164,7 +232,7 @@ static void GAME_EXPORT VGUI_DrawQuad( const vpoint_t *ul, const vpoint_t *lr )
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t2 = lr->coord[1];
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ref.dllFuncs.Color4ub( vgui.color[0], vgui.color[1], vgui.color[2], vgui.color[3] );
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ref.dllFuncs.R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, vgui.textures[vgui.bound_texture] );
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ref.dllFuncs.R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, vgui.textures[vgui.bound_texture].gl_texturenum );
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}
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else
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{
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