Fix a crash in HWR_DrawPrecipitationSprite

After a renderer switch midgame or addons being loaded, the Precip mo´s hardware patch might have been freed

call HWR_GetMappedPatch before dereferencing the hardware patch as it will ensure we always have a valid hardware patch
This commit is contained in:
Alug 2025-12-16 17:35:21 +01:00
parent 97bf3486fe
commit 05bd3fb222

View file

@ -3135,6 +3135,7 @@ static patch_t *shadowpatch = NULL;
static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
{
patch_t *gpatch = NULL;
GLPatch_t *hwrpatch;
FOutVector shadowVerts[4];
FSurfaceInfo sSurf;
float fscale; float fx; float fy; float offset;
@ -3190,9 +3191,18 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
}
gpatch = shadowpatch;
if (!gpatch || !gpatch->hardware || !((GLPatch_t *)gpatch->hardware)->mipmap->format) return;
if (!gpatch)
return;
HWR_GetPatch(gpatch);
hwrpatch = (GLPatch_t *)gpatch->hardware;
// shouldnt ever be the case after HWR_GetPatch
if (!hwrpatch || !hwrpatch->mipmap->format) // why do we check for the mipmäp´s format?
return;
scalemul = FixedMul(FRACUNIT - floordiff/640, scale);
scalemul = FixedMul(scalemul, (interp.radius*2) / gpatch->height);
@ -3238,10 +3248,10 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
}
shadowVerts[0].s = shadowVerts[3].s = 0;
shadowVerts[2].s = shadowVerts[1].s = ((GLPatch_t *)gpatch->hardware)->max_s;
shadowVerts[2].s = shadowVerts[1].s = hwrpatch->max_s;
shadowVerts[3].t = shadowVerts[2].t = 0;
shadowVerts[0].t = shadowVerts[1].t = ((GLPatch_t *)gpatch->hardware)->max_t;
shadowVerts[0].t = shadowVerts[1].t = hwrpatch->max_t;
if (!(thing->renderflags & RF_NOCOLORMAPS))
{
@ -3326,6 +3336,7 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
FOutVector wallVerts[4];
FOutVector baseWallVerts[4]; // This is what the verts should end up as
patch_t *gpatch;
GLPatch_t *hwrpatch;
FSurfaceInfo Surf;
extracolormap_t *colormap = NULL;
INT32 lightlevel;
@ -3356,6 +3367,8 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
//Hurdler: 25/04/2000: now support colormap in hardware mode
HWR_GetMappedPatch(gpatch, spr->colormap);
hwrpatch = (GLPatch_t *)gpatch->hardware;
baseWallVerts[0].x = baseWallVerts[3].x = spr->x1;
baseWallVerts[2].x = baseWallVerts[1].x = spr->x2;
baseWallVerts[0].z = baseWallVerts[3].z = spr->z1;
@ -3371,25 +3384,25 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
if (spr->flip)
{
baseWallVerts[0].s = baseWallVerts[3].s = ((GLPatch_t *)gpatch->hardware)->max_s;
baseWallVerts[0].s = baseWallVerts[3].s = hwrpatch->max_s;
baseWallVerts[2].s = baseWallVerts[1].s = 0;
}
else
{
baseWallVerts[0].s = baseWallVerts[3].s = 0;
baseWallVerts[2].s = baseWallVerts[1].s = ((GLPatch_t *)gpatch->hardware)->max_s;
baseWallVerts[2].s = baseWallVerts[1].s = hwrpatch->max_s;
}
// flip the texture coords (look familiar?)
if (spr->vflip)
{
baseWallVerts[3].t = baseWallVerts[2].t = ((GLPatch_t *)gpatch->hardware)->max_t;
baseWallVerts[3].t = baseWallVerts[2].t = hwrpatch->max_t;
baseWallVerts[0].t = baseWallVerts[1].t = 0;
}
else
{
baseWallVerts[3].t = baseWallVerts[2].t = 0;
baseWallVerts[0].t = baseWallVerts[1].t = ((GLPatch_t *)gpatch->hardware)->max_t;
baseWallVerts[0].t = baseWallVerts[1].t = hwrpatch->max_t;
}
// push it toward the camera to mitigate floor-clipping sprites
@ -3673,13 +3686,11 @@ static void HWR_DrawSprite(gl_vissprite_t *spr)
{
FOutVector wallVerts[4];
patch_t *gpatch;
GLPatch_t *hwrpatch;
FSurfaceInfo Surf;
const boolean splat = R_ThingIsFloorSprite(spr->mobj);
if (!spr->mobj)
return;
if (!spr->mobj->subsector)
if (!spr->mobj || !spr->mobj->subsector)
return;
if (spr->mobj->subsector->sector->numlights
@ -3836,23 +3847,29 @@ static void HWR_DrawSprite(gl_vissprite_t *spr)
//Hurdler: 25/04/2000: now support colormap in hardware mode
HWR_GetMappedPatch(gpatch, spr->colormap);
hwrpatch = (GLPatch_t *)gpatch->hardware;
if (spr->flip)
{
wallVerts[0].s = wallVerts[3].s = ((GLPatch_t *)gpatch->hardware)->max_s;
wallVerts[0].s = wallVerts[3].s = hwrpatch->max_s;
wallVerts[2].s = wallVerts[1].s = 0;
}else{
}
else
{
wallVerts[0].s = wallVerts[3].s = 0;
wallVerts[2].s = wallVerts[1].s = ((GLPatch_t *)gpatch->hardware)->max_s;
wallVerts[2].s = wallVerts[1].s = hwrpatch->max_s;
}
// flip the texture coords (look familiar?)
if (spr->vflip)
{
wallVerts[3].t = wallVerts[2].t = ((GLPatch_t *)gpatch->hardware)->max_t;
wallVerts[3].t = wallVerts[2].t = hwrpatch->max_t;
wallVerts[0].t = wallVerts[1].t = 0;
}else{
}
else
{
wallVerts[3].t = wallVerts[2].t = 0;
wallVerts[0].t = wallVerts[1].t = ((GLPatch_t *)gpatch->hardware)->max_t;
wallVerts[0].t = wallVerts[1].t = hwrpatch->max_t;
}
float sprdist = 0.0f, distfact = 0.0f;
@ -4000,17 +4017,22 @@ static inline void HWR_DrawPrecipitationSprite(gl_vissprite_t *spr)
FBITFIELD blend = 0;
FOutVector wallVerts[4];
patch_t *gpatch;
GLPatch_t *hwrpatch;
FSurfaceInfo Surf;
if (!spr->mobj)
return;
if (!spr->mobj->subsector)
if (!spr->mobj || !spr->mobj->subsector)
return;
// cache sprite graphics
gpatch = spr->gpatch;
// cache the patch in the graphics card memory
//12/12/99: Hurdler: same comment as above (for md2)
//Hurdler: 25/04/2000: now support colormap in hardware mode
HWR_GetMappedPatch(gpatch, spr->colormap);
hwrpatch = (GLPatch_t *)gpatch->hardware;
// create the sprite billboard
//
// 3--2
@ -4031,15 +4053,10 @@ static inline void HWR_DrawPrecipitationSprite(gl_vissprite_t *spr)
HWR_RotateSpritePolyToAim(spr, wallVerts, true);
wallVerts[0].s = wallVerts[3].s = 0;
wallVerts[2].s = wallVerts[1].s = ((GLPatch_t *)gpatch->hardware)->max_s;
wallVerts[2].s = wallVerts[1].s = hwrpatch->max_s;
wallVerts[3].t = wallVerts[2].t = 0;
wallVerts[0].t = wallVerts[1].t = ((GLPatch_t *)gpatch->hardware)->max_t;
// cache the patch in the graphics card memory
//12/12/99: Hurdler: same comment as above (for md2)
//Hurdler: 25/04/2000: now support colormap in hardware mode
HWR_GetMappedPatch(gpatch, spr->colormap);
wallVerts[0].t = wallVerts[1].t = hwrpatch->max_t;
// colormap test
{
@ -6029,7 +6046,7 @@ void HWR_RenderPlayerView(void)
if (r_splitscreen == 2 && player == &players[displayplayers[2]]) // No black void please.
{
// V_DrawPatchFill, but for the fourth screen only
patch_t *gpatch = W_CachePatchName("SRB2BACK", PU_CACHE);
patch_t *gpatch = (patch_t *)W_CachePatchName("SRB2BACK", PU_CACHE);
INT32 dupz = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy);
INT32 x, y, pw = SHORT(gpatch->width) * dupz, ph = SHORT(gpatch->height) * dupz;