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https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
synced 2024-11-05 04:10:06 +00:00
Fix for out-of-bound accessing last free block in EXTENSIVE defragmentation algorithm.
Code by @medranSolus See #232
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@ -13289,7 +13289,7 @@ VkResult VmaDefragmentationContext_T::DefragmentPassEnd(VmaDefragmentationPassMo
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VMA_SWAP(vector->m_Blocks[i], vector->m_Blocks[vector->GetBlockCount() - ++m_ImmovableBlockCount]);
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if (state.firstFreeBlock != SIZE_MAX)
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{
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if (i < state.firstFreeBlock - 1)
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if (i + 1 < state.firstFreeBlock)
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{
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if (state.firstFreeBlock > 1)
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VMA_SWAP(vector->m_Blocks[i], vector->m_Blocks[--state.firstFreeBlock]);
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@ -13709,6 +13709,13 @@ bool VmaDefragmentationContext_T::ComputeDefragmentation_Extensive(VmaBlockVecto
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case StateExtensive::Operation::FindFreeBlockTexture:
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case StateExtensive::Operation::FindFreeBlockAll:
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{
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// No more blocks to free, just perform fast realloc and move to cleanup
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if (vectorState.firstFreeBlock == 0)
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{
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vectorState.operation = StateExtensive::Operation::Cleanup;
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return ComputeDefragmentation_Fast(vector);
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}
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// No free blocks, have to clear last one
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size_t last = (vectorState.firstFreeBlock == SIZE_MAX ? vector.GetBlockCount() : vectorState.firstFreeBlock) - 1;
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VmaBlockMetadata* freeMetadata = vector.GetBlock(last)->m_pMetadata;
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@ -13777,8 +13784,7 @@ bool VmaDefragmentationContext_T::ComputeDefragmentation_Extensive(VmaBlockVecto
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}
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vectorState.firstFreeBlock = last;
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// Nothing done, block found without reallocations, can perform another reallocs in same pass
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if (prevMoveCount == m_Moves.size())
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return ComputeDefragmentation_Extensive(vector, index);
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return ComputeDefragmentation_Extensive(vector, index);
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}
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break;
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}
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