Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code.

This commit is contained in:
Areloch 2020-09-19 18:25:10 -05:00
parent d76c73c252
commit 8956559bfd
44 changed files with 124 additions and 258 deletions

View file

@ -120,6 +120,7 @@ bool CustomMaterial::onAdd()
}
const char* samplerDecl = "sampler";
S32 samplerDeclLen = dStrlen(samplerDecl);
S32 i = 0;
for (SimFieldDictionaryIterator itr(getFieldDictionary()); *itr; ++itr)
{
@ -132,7 +133,7 @@ bool CustomMaterial::onAdd()
return false;
}
if (dStrlen(entry->slotName) == dStrlen(samplerDecl))
if (dStrlen(entry->slotName) == samplerDeclLen)
{
logError("sampler declarations must have a sampler name, e.g. sampler[\"diffuseMap\"]");
return false;
@ -140,7 +141,7 @@ bool CustomMaterial::onAdd()
// Assert sampler names are defined on ShaderData
S32 pos = -1;
String samplerName = entry->slotName + dStrlen(samplerDecl);
String samplerName = entry->slotName + samplerDeclLen;
samplerName.insert(0, '$');
mShaderData->hasSamplerDef(samplerName, pos);

View file

@ -502,11 +502,6 @@ void Material::initPersistFields()
endGroup( "Behavioral" );
addProtectedField("customShaderFeature", TypeRealString, NULL, &protectedSetCustomShaderFeature, &defaultProtectedGetFn,
"Do not modify, for internal use.", AbstractClassRep::FIELD_HideInInspectors);
addProtectedField("CustomShaderFeatureUniforms", TypeRealString, NULL, &protectedSetCustomShaderFeatureUniforms, &defaultProtectedGetFn,
"Do not modify, for internal use.", AbstractClassRep::FIELD_HideInInspectors);
Parent::initPersistFields();
}
@ -524,36 +519,6 @@ bool Material::writeField( StringTableEntry fieldname, const char *value )
return Parent::writeField( fieldname, value );
}
bool Material::protectedSetCustomShaderFeature(void *object, const char *index, const char *data)
{
Material *material = static_cast< Material* >(object);
CustomShaderFeatureData* customFeature;
if (!Sim::findObject(data, customFeature))
return false;
material->mCustomShaderFeatures.push_back(customFeature);
return false;
}
bool Material::protectedSetCustomShaderFeatureUniforms(void *object, const char *index, const char *data)
{
Material *material = static_cast< Material* >(object);
if (index != NULL)
{
char featureName[256] = { 0 };
U32 id = 0;
dSscanf(index, "%s_%i", featureName, id);
String uniformName = data;
}
return false;
}
bool Material::onAdd()
{
if (Parent::onAdd() == false)

View file

@ -41,10 +41,6 @@
#include "console/dynamicTypes.h"
#endif
#ifndef CUSTOMSHADERFEATURE_H
#include "shaderGen/customShaderFeature.h"
#endif
#ifndef IMAGE_ASSET_H
#include "T3D/assets/ImageAsset.h"
#endif
@ -59,7 +55,6 @@ class FeatureSet;
class FeatureType;
class MaterialSoundProfile;
class MaterialPhysicsProfile;
class CustomShaderFeatureData;
/// The basic material definition.
class Material : public BaseMaterialDefinition
@ -356,8 +351,6 @@ public:
F32 mDirectSoundOcclusion; ///< Amount of volume occlusion on direct sounds.
F32 mReverbSoundOcclusion; ///< Amount of volume occlusion on reverb sounds.
Vector<CustomShaderFeatureData*> mCustomShaderFeatures;
///@}
String mMapTo; // map Material to this texture name
@ -395,9 +388,6 @@ public:
virtual void inspectPostApply();
virtual bool writeField( StringTableEntry fieldname, const char *value );
static bool protectedSetCustomShaderFeature(void *object, const char *index, const char *data);
static bool protectedSetCustomShaderFeatureUniforms(void *object, const char *index, const char *data);
//
// ConsoleObject interface
//

View file

@ -238,7 +238,7 @@ bool ProcessedCustomMaterial::init( const FeatureSet &features,
return false;
}
rpd->shaderHandles.init( rpd->shader, mCustomMaterial->mCustomShaderFeatures, mCustomMaterial );
rpd->shaderHandles.init( rpd->shader, mCustomMaterial );
_initMaterialParameters();
mDefaultParameters = allocMaterialParameters();
setMaterialParameters( mDefaultParameters, 0 );

View file

@ -85,8 +85,6 @@ public:
MaterialFeatureData mFeatureData;
Vector<CustomShaderFeatureData*> mCustomShaderFeatureData;
bool mGlow;
Material::BlendOp mBlendOp;

View file

@ -54,7 +54,7 @@
///
/// ShaderConstHandles
///
void ShaderConstHandles::init( GFXShader *shader, Vector<CustomShaderFeatureData*> customFeatureData, CustomMaterial* mat /*=NULL*/)
void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/)
{
mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
@ -125,19 +125,6 @@ void ShaderConstHandles::init( GFXShader *shader, Vector<CustomShaderFeatureData
// Deferred Shading
mMatInfoFlagsSC = shader->getShaderConstHandle(ShaderGenVars::matInfoFlags);
//custom features
for (U32 f = 0; f < customFeatureData.size(); ++f)
{
for (U32 i = 0; i < customFeatureData[f]->mAddedShaderConstants.size(); ++i)
{
customHandleData newSC;
newSC.handle = shader->getShaderConstHandle(String("$") + String(customFeatureData[f]->mAddedShaderConstants[i]));
newSC.handleName = customFeatureData[f]->mAddedShaderConstants[i];
mCustomHandles.push_back(newSC);
}
}
}
///
@ -686,10 +673,10 @@ bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
// Generate shader
GFXShader::setLogging( true, true );
rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mMaterial->mCustomShaderFeatures, mVertexFormat, &mUserMacros, samplers );
rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mVertexFormat, &mUserMacros, samplers );
if( !rpd.shader )
return false;
rpd.shaderHandles.init( rpd.shader, mMaterial->mCustomShaderFeatures);
rpd.shaderHandles.init( rpd.shader );
// If a pass glows, we glow
if( rpd.mGlow )

View file

@ -110,7 +110,7 @@ public:
};
Vector<customHandleData> mCustomHandles;
void init( GFXShader* shader, Vector<CustomShaderFeatureData*> customFeatureData, CustomMaterial* mat = NULL);
void init( GFXShader* shader, CustomMaterial* mat = NULL);
};