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re_renderer: detect badly sized texture buffers before handing to wgpu #4005
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why don't we use our
Texture2DBufferInfo
class here instead and check for itsbuffer_size_unpadded
field?There was a problem hiding this comment.
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Why not? Because nothing in this function uses
Texture2DBufferInfo
, so it didn't occur to me. Also it requires me to write more code and understand whatbuffer_size_unpadded
is in relation to the input data.Counter-question: why use
Texture2DBufferInfo
andbuffer_size_unpadded
here? Would it make the code shorter? Or more correct?There was a problem hiding this comment.
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it sure would make it more correct. As is the code will fail again in the future when somebody comes with a compressed format in which case we'll don't do any check at all then
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it probably should though, the function predates this utility :)
As for understandingbuffer_size_unpadded
: The code sadly already requires you to understand this since we deal with two different kind of widths in here, the padded and the unpadded one.Looks like we offloaded that to wgpu by now here. The variable names are just reminiscent of when we didn't
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I mean it's not a big issue at all, I approved the PR didn't I? 😄