Refactor logic which checks for too large allocations

It's now easier to change the limit
pull/632/head
Turo Lamminen 2015-08-13 13:01:49 +03:00
parent 5575a54466
commit 0b0ba2ec4d
4 changed files with 15 additions and 5 deletions

View File

@ -296,7 +296,7 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
SkipSpaces(&buffer);
unsigned int t = strtoul10(buffer,&buffer);
if (t >= std::numeric_limits<int32_t>::max() / sizeof(aiVector3D)) {
if (t >= AI_MAX_ALLOC(aiVector3D)) {
throw DeadlyImportError("AC3D: Too many vertices, would run out of memory");
}
obj.vertices.reserve(t);
@ -589,7 +589,7 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
mesh->mNumFaces = (*cit).first;
if (mesh->mNumFaces == 0) {
throw DeadlyImportError("AC3D: No faces");
} else if (mesh->mNumFaces > std::numeric_limits<int32_t>::max() / sizeof(aiFace)) {
} else if (mesh->mNumFaces > AI_MAX_ALLOC(aiFace)) {
throw DeadlyImportError("AC3D: Too many faces, would run out of memory");
}
aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
@ -597,7 +597,7 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
mesh->mNumVertices = (*cit).second;
if (mesh->mNumVertices == 0) {
throw DeadlyImportError("AC3D: No vertices");
} else if (mesh->mNumVertices > std::numeric_limits<int32_t>::max() / sizeof(aiVector3D)) {
} else if (mesh->mNumVertices > AI_MAX_ALLOC(aiVector3D)) {
throw DeadlyImportError("AC3D: Too many vertices, would run out of memory");
}
aiVector3D* vertices = mesh->mVertices = new aiVector3D[mesh->mNumVertices];

View File

@ -785,7 +785,9 @@ void MD3Importer::InternReadFile( const std::string& pFile,
pScene->mNumMeshes = pcHeader->NUM_SURFACES;
if (pcHeader->NUM_SURFACES == 0) {
throw DeadlyImportError("MD3: No surfaces");
} else if (pcHeader->NUM_SURFACES > std::numeric_limits<int32_t>::max() / sizeof(aiMesh)) {
} else if (pcHeader->NUM_SURFACES > AI_MAX_ALLOC(aiMesh)) {
// We allocate pointers but check against the size of aiMesh
// since those pointers will eventually have to point to real objects
throw DeadlyImportError("MD3: Too many surfaces, would run out of memory");
}
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];

View File

@ -382,7 +382,7 @@ void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
pMesh->mNumVertices = numIndices;
if (pMesh->mNumVertices == 0) {
throw DeadlyImportError( "OBJ: no vertices" );
} else if (pMesh->mNumVertices > std::numeric_limits<int32_t>::max() / sizeof(aiVector3D)) {
} else if (pMesh->mNumVertices > AI_MAX_ALLOC(aiVector3D)) {
throw DeadlyImportError( "OBJ: Too many vertices, would run out of memory" );
}
pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];

View File

@ -276,4 +276,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
# define AI_BUILD_BIG_ENDIAN
#endif
/* To avoid running out of memory
* This can be adjusted for specific use cases
* It's NOT a total limit, just a limit for individual allocations
*/
#define AI_MAX_ALLOC(type) ((256U * 1024 * 1024) / sizeof(type))
#endif // !! INCLUDED_AI_DEFINES_H