gl_shader_disk_cache: Check LZ4 size limit
Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
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		| @@ -53,6 +53,10 @@ ShaderCacheVersionHash GetShaderCacheVersionHash() { | |||||||
|  |  | ||||||
| template <typename T> | template <typename T> | ||||||
| std::vector<u8> CompressData(const T* source, std::size_t source_size) { | std::vector<u8> CompressData(const T* source, std::size_t source_size) { | ||||||
|  |     if (source_size > LZ4_MAX_INPUT_SIZE) { | ||||||
|  |         // Source size exceeds LZ4 maximum input size | ||||||
|  |         return {}; | ||||||
|  |     } | ||||||
|     const auto source_size_int = static_cast<int>(source_size); |     const auto source_size_int = static_cast<int>(source_size); | ||||||
|     const int max_compressed_size = LZ4_compressBound(source_size_int); |     const int max_compressed_size = LZ4_compressBound(source_size_int); | ||||||
|     std::vector<u8> compressed(max_compressed_size); |     std::vector<u8> compressed(max_compressed_size); | ||||||
|   | |||||||
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