render: Clip lines before Bresenham algorithm generates points.

Otherwise, a massive line might generate gigabytes worth of points to render,
which the backend would simply throw away anyhow.

Fixes #8113.

(cherry picked from commit 4339647d900bb8559ac3f6258166d21fe6d72a9a)
main
Ryan C. Gordon 2023-11-24 19:31:30 -05:00
parent db7f6425d0
commit 983f178b7d
No known key found for this signature in database
GPG Key ID: FA148B892AB48044
1 changed files with 12 additions and 0 deletions

View File

@ -2755,6 +2755,18 @@ static int RenderLineBresenham(SDL_Renderer *renderer, int x1, int y1, int x2, i
int retval;
SDL_bool isstack;
SDL_FPoint *points;
SDL_Rect clip_rect;
/* the backend might clip this further to the clipping rect, but we
just want a basic safety against generating millions of points for
massive lines. */
clip_rect.x = (int) renderer->viewport.x;
clip_rect.y = (int) renderer->viewport.y;
clip_rect.w = (int) renderer->viewport.w;
clip_rect.h = (int) renderer->viewport.h;
if (!SDL_IntersectRectAndLine(&clip_rect, &x1, &y1, &x2, &y2)) {
return 0;
}
deltax = SDL_abs(x2 - x1);
deltay = SDL_abs(y2 - y1);