Refactor logic which checks for too large allocations
It's now easier to change the limitpull/632/head
parent
5575a54466
commit
0b0ba2ec4d
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@ -296,7 +296,7 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
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SkipSpaces(&buffer);
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unsigned int t = strtoul10(buffer,&buffer);
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if (t >= std::numeric_limits<int32_t>::max() / sizeof(aiVector3D)) {
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if (t >= AI_MAX_ALLOC(aiVector3D)) {
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throw DeadlyImportError("AC3D: Too many vertices, would run out of memory");
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}
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obj.vertices.reserve(t);
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@ -589,7 +589,7 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
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mesh->mNumFaces = (*cit).first;
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if (mesh->mNumFaces == 0) {
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throw DeadlyImportError("AC3D: No faces");
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} else if (mesh->mNumFaces > std::numeric_limits<int32_t>::max() / sizeof(aiFace)) {
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} else if (mesh->mNumFaces > AI_MAX_ALLOC(aiFace)) {
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throw DeadlyImportError("AC3D: Too many faces, would run out of memory");
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}
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aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
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@ -597,7 +597,7 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
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mesh->mNumVertices = (*cit).second;
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if (mesh->mNumVertices == 0) {
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throw DeadlyImportError("AC3D: No vertices");
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} else if (mesh->mNumVertices > std::numeric_limits<int32_t>::max() / sizeof(aiVector3D)) {
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} else if (mesh->mNumVertices > AI_MAX_ALLOC(aiVector3D)) {
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throw DeadlyImportError("AC3D: Too many vertices, would run out of memory");
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}
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aiVector3D* vertices = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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@ -785,7 +785,9 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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pScene->mNumMeshes = pcHeader->NUM_SURFACES;
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if (pcHeader->NUM_SURFACES == 0) {
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throw DeadlyImportError("MD3: No surfaces");
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} else if (pcHeader->NUM_SURFACES > std::numeric_limits<int32_t>::max() / sizeof(aiMesh)) {
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} else if (pcHeader->NUM_SURFACES > AI_MAX_ALLOC(aiMesh)) {
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// We allocate pointers but check against the size of aiMesh
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// since those pointers will eventually have to point to real objects
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throw DeadlyImportError("MD3: Too many surfaces, would run out of memory");
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}
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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@ -382,7 +382,7 @@ void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
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pMesh->mNumVertices = numIndices;
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if (pMesh->mNumVertices == 0) {
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throw DeadlyImportError( "OBJ: no vertices" );
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} else if (pMesh->mNumVertices > std::numeric_limits<int32_t>::max() / sizeof(aiVector3D)) {
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} else if (pMesh->mNumVertices > AI_MAX_ALLOC(aiVector3D)) {
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throw DeadlyImportError( "OBJ: Too many vertices, would run out of memory" );
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}
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pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];
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@ -276,4 +276,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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# define AI_BUILD_BIG_ENDIAN
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#endif
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/* To avoid running out of memory
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* This can be adjusted for specific use cases
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* It's NOT a total limit, just a limit for individual allocations
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*/
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#define AI_MAX_ALLOC(type) ((256U * 1024 * 1024) / sizeof(type))
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#endif // !! INCLUDED_AI_DEFINES_H
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