Metal: Fix crash when uniform set is empty for slot binding mode

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
This commit is contained in:
Stuart Carnie 2024-12-23 08:25:32 -07:00
parent 0f95e9f8e6
commit b643599749
2 changed files with 10 additions and 3 deletions

View file

@ -56,6 +56,10 @@
#import <os/signpost.h>
// We have to undefine these macros because they are defined in NSObjCRuntime.h.
#undef MIN
#undef MAX
void MDCommandBuffer::begin() {
DEV_ASSERT(commandBuffer == nil);
commandBuffer = queue.commandBufferWithUnretainedReferences;
@ -764,6 +768,7 @@ void MDCommandBuffer::render_bind_vertex_buffers(uint32_t p_binding_count, const
[render.encoder setVertexBuffers:render.vertex_buffers.ptr()
offsets:render.vertex_offsets.ptr()
withRange:NSMakeRange(first, p_binding_count)];
render.dirty.clear_flag(RenderState::DIRTY_VERTEX);
} else {
render.dirty.set_flag(RenderState::DIRTY_VERTEX);
}
@ -1082,7 +1087,7 @@ void MDUniformSet::bind_uniforms_direct(MDShader *p_shader, MDCommandBuffer::Ren
UniformSet const &set = p_shader->sets[index];
for (uint32_t i = 0; i < uniforms.size(); i++) {
for (uint32_t i = 0; i < MIN(uniforms.size(), set.uniforms.size()); i++) {
RDD::BoundUniform const &uniform = uniforms[i];
UniformInfo ui = set.uniforms[i];