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gl_shader_disk_cache: Consider compressed size zero as an error

Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
This commit is contained in:
Frederic L 2019-02-03 01:21:18 -03:00 committed by ReinUsesLisp
parent 8ff2ce5207
commit 9f0b247cf6

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@ -59,7 +59,7 @@ std::vector<u8> CompressData(const T* source, std::size_t source_size) {
const int compressed_size = LZ4_compress_default(reinterpret_cast<const char*>(source),
reinterpret_cast<char*>(compressed.data()),
source_size_int, max_compressed_size);
if (compressed_size < 0) {
if (compressed_size <= 0) {
// Compression failed
return {};
}
@ -649,4 +649,4 @@ std::string ShaderDiskCacheOpenGL::GetTitleID() const {
return fmt::format("{:016X}", system.CurrentProcess()->GetTitleID());
}
} // namespace OpenGL
} // namespace OpenGL