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framebuffer: validate width/height in _set_viewport
This validates that the viewport width and height arguments are positive values in _cogl_framebuffer_set_viewport. In addition, just before calling glViewport we also assert that something else hasn't gone amiss and that the internal viewport width/height values we track are still positive before passing to glViewport which generates an error for negative values.
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@ -513,6 +513,8 @@ _cogl_framebuffer_set_viewport (CoglFramebuffer *framebuffer,
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float width,
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float width,
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float height)
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float height)
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{
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{
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g_return_if_fail (width > 0 && height > 0);
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if (framebuffer->viewport_x == x &&
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if (framebuffer->viewport_x == x &&
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framebuffer->viewport_y == y &&
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framebuffer->viewport_y == y &&
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framebuffer->viewport_width == width &&
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framebuffer->viewport_width == width &&
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@ -976,8 +978,10 @@ _cogl_onscreen_new (void)
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ctx,
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ctx,
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COGL_FRAMEBUFFER_TYPE_ONSCREEN,
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COGL_FRAMEBUFFER_TYPE_ONSCREEN,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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0xdeadbeef, /* width */
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0x1eadbeef, /* width */
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0xdeadbeef); /* height */
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0x1eadbeef); /* height */
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/* NB: make sure to pass positive width/height numbers here
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* because otherwise we'll hit input validation assertions!*/
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COGL_FRAMEBUFFER (onscreen)->allocated = TRUE;
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COGL_FRAMEBUFFER (onscreen)->allocated = TRUE;
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@ -1413,9 +1417,8 @@ _cogl_framebuffer_flush_state (CoglFramebuffer *draw_buffer,
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{
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{
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float gl_viewport_y;
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float gl_viewport_y;
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if (draw_buffer->viewport_width < 0
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g_assert (draw_buffer->viewport_width >=0 &&
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|| draw_buffer->viewport_height < 0)
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draw_buffer->viewport_height >=0);
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return;
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/* Convert the Cogl viewport y offset to an OpenGL viewport y offset
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/* Convert the Cogl viewport y offset to an OpenGL viewport y offset
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* NB: OpenGL defines its window and viewport origins to be bottom
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* NB: OpenGL defines its window and viewport origins to be bottom
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