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gl_shader_disk_cache: Consider compressed size zero as an error
Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
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1 changed files with 2 additions and 2 deletions
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@ -59,7 +59,7 @@ std::vector<u8> CompressData(const T* source, std::size_t source_size) {
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const int compressed_size = LZ4_compress_default(reinterpret_cast<const char*>(source),
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const int compressed_size = LZ4_compress_default(reinterpret_cast<const char*>(source),
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reinterpret_cast<char*>(compressed.data()),
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reinterpret_cast<char*>(compressed.data()),
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source_size_int, max_compressed_size);
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source_size_int, max_compressed_size);
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if (compressed_size < 0) {
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if (compressed_size <= 0) {
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// Compression failed
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// Compression failed
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return {};
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return {};
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}
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}
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@ -649,4 +649,4 @@ std::string ShaderDiskCacheOpenGL::GetTitleID() const {
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return fmt::format("{:016X}", system.CurrentProcess()->GetTitleID());
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return fmt::format("{:016X}", system.CurrentProcess()->GetTitleID());
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}
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}
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} // namespace OpenGL
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} // namespace OpenGL
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