Fix deadlock when loading block-compressed texture that is smaller than block size

#2057
This commit is contained in:
Wojtek Figat
2023-12-14 15:14:49 +01:00
parent 014c811903
commit 60202a3add
2 changed files with 13 additions and 3 deletions

View File

@@ -480,6 +480,16 @@ bool GPUTexture::Init(const GPUTextureDescription& desc)
break;
}
}
const bool isCompressed = PixelFormatExtensions::IsCompressed(desc.Format);
if (isCompressed)
{
const int32 blockSize = PixelFormatExtensions::ComputeBlockSize(desc.Format);
if (desc.Width < blockSize || desc.Height < blockSize)
{
LOG(Warning, "Cannot create texture. Invalid dimensions. Description: {0}", desc.ToString());
return true;
}
}
// Release previous data
ReleaseGPU();
@@ -487,7 +497,7 @@ bool GPUTexture::Init(const GPUTextureDescription& desc)
// Initialize
_desc = desc;
_sRGB = PixelFormatExtensions::IsSRGB(desc.Format);
_isBlockCompressed = PixelFormatExtensions::IsCompressed(desc.Format);
_isBlockCompressed = isCompressed;
if (OnInit())
{
ReleaseGPU();