Fixes made in response to running a static code analyzer under MS Windows.
Most of these are probably harmless, but the changes to SDL_immdevice.c and SDL_pixels.c appear to have fixed genuine bugs. SDL_audiocvt.c: By separating the calculation of the divisor, I got rid of the suspicion that dividing a double by an integer led to loss of precision. SDL_immdevice.c: Added a missing test, one that could have otherwise led to dereferencing a null pointer. SDL_events.c, SDL_gamecontroller.c, SDL_joystick.c, SDL_malloc.c, SDL_video.c: Made it clear the return values weren't used. SDL_hidapi_shield.c: The size is zero, so nothing bad would have happened, but the SDL_memset() was still being given an address outside of the array's range. SDL_dinputjoystick.c: Initialize local data, just in case IDirectInputDevice8_GetProperty() isn't guaranteed to write to it. SDL_render_sw.c: drawstate.viewport could be null (as seen on line 691). SDL.c: SDL_MostSignificantBitIndex32() could return -1, though I don't know if you want to cope with that (what I did) or SDL_assert() that it can't happen. SDL_hints.c: Replaced boolean tests on pointer values with comparisons to NULL. SDL_pixels.c: Looks like the switch is genuinely missing a break! SDL_rect_impl.h: The MacOS static checker pointed out issues with the X comparisons that were handled by assertions; I added assertions for the Y comparisons. SDL_yuv.c, SDL_windowskeyboard.c, SDL_windowswindow.c: Checked error-result returns.
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17 changed files with 63 additions and 41 deletions
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@ -733,7 +733,7 @@ SW_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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SetDrawState(surface, &drawstate);
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/* Apply viewport */
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if (drawstate.viewport->x || drawstate.viewport->y) {
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if (drawstate.viewport != NULL && (drawstate.viewport->x || drawstate.viewport->y)) {
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int i;
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for (i = 0; i < count; i++) {
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verts[i].x += drawstate.viewport->x;
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@ -760,7 +760,7 @@ SW_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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SetDrawState(surface, &drawstate);
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/* Apply viewport */
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if (drawstate.viewport->x || drawstate.viewport->y) {
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if (drawstate.viewport != NULL && (drawstate.viewport->x || drawstate.viewport->y)) {
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int i;
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for (i = 0; i < count; i++) {
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verts[i].x += drawstate.viewport->x;
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@ -787,7 +787,7 @@ SW_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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SetDrawState(surface, &drawstate);
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/* Apply viewport */
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if (drawstate.viewport->x || drawstate.viewport->y) {
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if (drawstate.viewport != NULL && (drawstate.viewport->x || drawstate.viewport->y)) {
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int i;
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for (i = 0; i < count; i++) {
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verts[i].x += drawstate.viewport->x;
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@ -815,7 +815,7 @@ SW_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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PrepTextureForCopy(cmd);
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/* Apply viewport */
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if (drawstate.viewport->x || drawstate.viewport->y) {
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if (drawstate.viewport != NULL && (drawstate.viewport->x || drawstate.viewport->y)) {
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dstrect->x += drawstate.viewport->x;
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dstrect->y += drawstate.viewport->y;
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}
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@ -873,7 +873,7 @@ SW_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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PrepTextureForCopy(cmd);
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/* Apply viewport */
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if (drawstate.viewport->x || drawstate.viewport->y) {
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if (drawstate.viewport != NULL && (drawstate.viewport->x || drawstate.viewport->y)) {
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copydata->dstrect.x += drawstate.viewport->x;
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copydata->dstrect.y += drawstate.viewport->y;
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}
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@ -901,7 +901,7 @@ SW_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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PrepTextureForCopy(cmd);
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/* Apply viewport */
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if (drawstate.viewport->x || drawstate.viewport->y) {
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if (drawstate.viewport != NULL && (drawstate.viewport->x || drawstate.viewport->y)) {
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SDL_Point vp;
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vp.x = drawstate.viewport->x;
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vp.y = drawstate.viewport->y;
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@ -924,7 +924,7 @@ SW_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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GeometryFillData *ptr = (GeometryFillData *) verts;
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/* Apply viewport */
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if (drawstate.viewport->x || drawstate.viewport->y) {
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if (drawstate.viewport != NULL && (drawstate.viewport->x || drawstate.viewport->y)) {
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SDL_Point vp;
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vp.x = drawstate.viewport->x;
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vp.y = drawstate.viewport->y;
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