diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/qcommon/q_shared.c | 8 | ||||
-rw-r--r-- | src/qcommon/q_shared.h | 2 | ||||
-rw-r--r-- | src/renderergl1/tr_shader.c | 26 | ||||
-rw-r--r-- | src/renderergl2/tr_shader.c | 26 |
4 files changed, 41 insertions, 21 deletions
diff --git a/src/qcommon/q_shared.c b/src/qcommon/q_shared.c index 9cea9bda..ea365b55 100644 --- a/src/qcommon/q_shared.c +++ b/src/qcommon/q_shared.c @@ -553,16 +553,14 @@ void COM_MatchToken( char **buf_p, char *match ) { ================= SkipBracedSection -The next token should be an open brace. +The next token should be an open brace or set depth to 1 if already parsed it. Skips until a matching close brace is found. Internal brace depths are properly skipped. ================= */ -void SkipBracedSection (char **program) { +qboolean SkipBracedSection (char **program, int depth) { char *token; - int depth; - depth = 0; do { token = COM_ParseExt( program, qtrue ); if( token[1] == 0 ) { @@ -574,6 +572,8 @@ void SkipBracedSection (char **program) { } } } while( depth && *program ); + + return ( depth == 0 ); } /* diff --git a/src/qcommon/q_shared.h b/src/qcommon/q_shared.h index a85e3473..88322482 100644 --- a/src/qcommon/q_shared.h +++ b/src/qcommon/q_shared.h @@ -801,7 +801,7 @@ typedef struct pc_token_s void COM_MatchToken( char**buf_p, char *match ); -void SkipBracedSection (char **program); +qboolean SkipBracedSection (char **program, int depth); void SkipRestOfLine ( char **data ); void Parse1DMatrix (char **buf_p, int x, float *m); diff --git a/src/renderergl1/tr_shader.c b/src/renderergl1/tr_shader.c index 1d7aeee3..76ac27ca 100644 --- a/src/renderergl1/tr_shader.c +++ b/src/renderergl1/tr_shader.c @@ -2383,7 +2383,7 @@ static char *FindShaderInShaderText( const char *shadername ) { } else { // skip the definition - SkipBracedSection( &p ); + SkipBracedSection( &p, 0 ); } } @@ -2917,6 +2917,8 @@ static void ScanAndLoadShaderFiles( void ) int i; char *oldp, *token, *hashMem, *textEnd; int shaderTextHashTableSizes[MAX_SHADERTEXT_HASH], hash, size; + char shaderName[MAX_QPATH]; + int shaderLine; long sum = 0, summand; // scan for shader files @@ -2946,15 +2948,17 @@ static void ScanAndLoadShaderFiles( void ) // Do a simple check on the shader structure in that file to make sure one bad shader file cannot fuck up all other shaders. p = buffers[i]; + COM_BeginParseSession(filename); while(1) { token = COM_ParseExt(&p, qtrue); if(!*token) break; - - oldp = p; - + + Q_strncpyz(shaderName, token, sizeof(shaderName)); + shaderLine = COM_GetCurrentParseLine(); + token = COM_ParseExt(&p, qtrue); if(token[0] != '{' || token[1] != '\0') { @@ -2964,8 +2968,14 @@ static void ScanAndLoadShaderFiles( void ) break; } - SkipBracedSection(&oldp); - p = oldp; + if(!SkipBracedSection(&p, 1)) + { + ri.Printf(PRINT_WARNING, "WARNING: Ignoring shader file %s. Shader \"%s\" on line %d missing closing brace.\n", + filename, shaderName, shaderLine); + ri.FS_FreeFile(buffers[i]); + buffers[i] = NULL; + break; + } } @@ -3009,7 +3019,7 @@ static void ScanAndLoadShaderFiles( void ) hash = generateHashValue(token, MAX_SHADERTEXT_HASH); shaderTextHashTableSizes[hash]++; size++; - SkipBracedSection(&p); + SkipBracedSection(&p, 0); } size += MAX_SHADERTEXT_HASH; @@ -3035,7 +3045,7 @@ static void ScanAndLoadShaderFiles( void ) hash = generateHashValue(token, MAX_SHADERTEXT_HASH); shaderTextHashTable[hash][shaderTextHashTableSizes[hash]++] = oldp; - SkipBracedSection(&p); + SkipBracedSection(&p, 0); } return; diff --git a/src/renderergl2/tr_shader.c b/src/renderergl2/tr_shader.c index 5aaccb3c..63d89025 100644 --- a/src/renderergl2/tr_shader.c +++ b/src/renderergl2/tr_shader.c @@ -3019,7 +3019,7 @@ static char *FindShaderInShaderText( const char *shadername ) { } else { // skip the definition - SkipBracedSection( &p ); + SkipBracedSection( &p, 0 ); } } @@ -3543,6 +3543,8 @@ static void ScanAndLoadShaderFiles( void ) int i; char *oldp, *token, *hashMem, *textEnd; int shaderTextHashTableSizes[MAX_SHADERTEXT_HASH], hash, size; + char shaderName[MAX_QPATH]; + int shaderLine; long sum = 0, summand; // scan for shader files @@ -3586,15 +3588,17 @@ static void ScanAndLoadShaderFiles( void ) // Do a simple check on the shader structure in that file to make sure one bad shader file cannot fuck up all other shaders. p = buffers[i]; + COM_BeginParseSession(filename); while(1) { token = COM_ParseExt(&p, qtrue); if(!*token) break; - - oldp = p; - + + Q_strncpyz(shaderName, token, sizeof(shaderName)); + shaderLine = COM_GetCurrentParseLine(); + token = COM_ParseExt(&p, qtrue); if(token[0] != '{' || token[1] != '\0') { @@ -3604,8 +3608,14 @@ static void ScanAndLoadShaderFiles( void ) break; } - SkipBracedSection(&oldp); - p = oldp; + if(!SkipBracedSection(&p, 1)) + { + ri.Printf(PRINT_WARNING, "WARNING: Ignoring shader file %s. Shader \"%s\" on line %d missing closing brace.\n", + filename, shaderName, shaderLine); + ri.FS_FreeFile(buffers[i]); + buffers[i] = NULL; + break; + } } @@ -3649,7 +3659,7 @@ static void ScanAndLoadShaderFiles( void ) hash = generateHashValue(token, MAX_SHADERTEXT_HASH); shaderTextHashTableSizes[hash]++; size++; - SkipBracedSection(&p); + SkipBracedSection(&p, 0); } size += MAX_SHADERTEXT_HASH; @@ -3675,7 +3685,7 @@ static void ScanAndLoadShaderFiles( void ) hash = generateHashValue(token, MAX_SHADERTEXT_HASH); shaderTextHashTable[hash][shaderTextHashTableSizes[hash]++] = oldp; - SkipBracedSection(&p); + SkipBracedSection(&p, 0); } return; |