diff options
| author | skal <pascal.massimino@gmail.com> | 2026-05-20 22:44:44 +0200 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-05-20 22:44:44 +0200 |
| commit | 5d20c892dedce7bc7486acbd72fbd35da69e413e (patch) | |
| tree | 05e04d5e689504c2421cd5772e91a42ee69608ab /src/3d/scene_loader.cc | |
| parent | 6ef8f578817ee0134fd5867ca3b80590e3eb2368 (diff) | |
fix: code review cleanup — bugs, dead code, factorization (-167 lines)
Bugs:
- B1: fix dead tempo debug (prev_tempo captured after assignment)
- B2: fix ReloadAssetsFromFile leak for disk-loaded assets; simplify DropAsset
- B3: fix get_free_pool_slot leak (unregister synth + free data on reuse)
- B4: volatile -> std::atomic with acquire/release in miniaudio_backend, synth
- B5: fix unaligned reads in scene_loader (memcpy-based read_f32/read_u32)
- B6: fix shader module + BGL + pipeline layout leaks in gpu.cc, pipeline_builder
Dead code:
- D1: remove unused particle_defs.h
- D3: remove create_post_process_pipeline_simple (zero callers)
- D4: remove empty gpu_draw()
- D5: remove write-only Hybrid3D::initialized_
- D6: remove legacy pending buffer path in audio.cc
Factorization:
- F1: Effect::run_fullscreen_pass() replaces boilerplate in 5 effects
- F2: particle_common.wgsl snippet, #include in 3 WGSL shaders
- F3: gpu_create_shader_module() helper, used in 3 call sites
- F5: get_world_aabb() shared between bvh.cc and physics.cc
- F6: samples_to_seconds() replaces 6 inline expressions
- F7: gpu_create_linear/nearest_sampler use SamplerCache; add nearest() preset
37/37 tests passing.
handoff(Claude): code review batch — all items verified, no regressions.
Diffstat (limited to 'src/3d/scene_loader.cc')
| -rw-r--r-- | src/3d/scene_loader.cc | 77 |
1 files changed, 35 insertions, 42 deletions
diff --git a/src/3d/scene_loader.cc b/src/3d/scene_loader.cc index eb20954..d5c1879 100644 --- a/src/3d/scene_loader.cc +++ b/src/3d/scene_loader.cc @@ -11,6 +11,18 @@ namespace SceneLoader { +// Safe unaligned read helpers +static inline uint32_t read_u32(const uint8_t* p) { + uint32_t v; + std::memcpy(&v, p, sizeof(v)); + return v; +} +static inline float read_f32(const uint8_t* p) { + float v; + std::memcpy(&v, p, sizeof(v)); + return v; +} + bool LoadScene(Scene& scene, const uint8_t* data, size_t size) { if (!data || size < 16) { // Header size check printf("SceneLoader: Data too small\n"); @@ -25,11 +37,11 @@ bool LoadScene(Scene& scene, const uint8_t* data, size_t size) { size_t offset = 4; - uint32_t num_objects = *(const uint32_t*)(data + offset); + uint32_t num_objects = read_u32(data + offset); offset += 4; - uint32_t num_cameras = *(const uint32_t*)(data + offset); + uint32_t num_cameras = read_u32(data + offset); offset += 4; - uint32_t num_lights = *(const uint32_t*)(data + offset); + uint32_t num_lights = read_u32(data + offset); offset += 4; // printf("SceneLoader: Loading %d objects, %d cameras, %d lights\n", @@ -45,49 +57,33 @@ bool LoadScene(Scene& scene, const uint8_t* data, size_t size) { if (offset + 4 > size) return false; - uint32_t type_val = *(const uint32_t*)(data + offset); + uint32_t type_val = read_u32(data + offset); offset += 4; ObjectType type = (ObjectType)type_val; if (offset + 12 + 16 + 12 + 16 > size) return false; // Transforms + Color - float px = *(const float*)(data + offset); - offset += 4; - float py = *(const float*)(data + offset); - offset += 4; - float pz = *(const float*)(data + offset); - offset += 4; + float px = read_f32(data + offset); offset += 4; + float py = read_f32(data + offset); offset += 4; + float pz = read_f32(data + offset); offset += 4; vec3 pos(px, py, pz); - float rx = *(const float*)(data + offset); - offset += 4; - float ry = *(const float*)(data + offset); - offset += 4; - float rz = *(const float*)(data + offset); - offset += 4; - float rw = *(const float*)(data + offset); - offset += 4; + float rx = read_f32(data + offset); offset += 4; + float ry = read_f32(data + offset); offset += 4; + float rz = read_f32(data + offset); offset += 4; + float rw = read_f32(data + offset); offset += 4; quat rot(rx, ry, rz, rw); - float sx = *(const float*)(data + offset); - offset += 4; - float sy = *(const float*)(data + offset); - offset += 4; - float sz = *(const float*)(data + offset); - offset += 4; + float sx = read_f32(data + offset); offset += 4; + float sy = read_f32(data + offset); offset += 4; + float sz = read_f32(data + offset); offset += 4; vec3 scale(sx, sy, sz); - // Color components (cr, cg, cb, ca) - float cr = *(const float*)(data + offset); - offset += 4; - float cg = *(const float*)(data + offset); - offset += 4; - float cb = *(const float*)(data + offset); - offset += 4; - // Read ca, advance offset AFTER reading ca, then construct color - float ca = *(const float*)(data + offset); - offset += 4; // Offset is now after ca + float cr = read_f32(data + offset); offset += 4; + float cg = read_f32(data + offset); offset += 4; + float cb = read_f32(data + offset); offset += 4; + float ca = read_f32(data + offset); offset += 4; vec4 color(cr, cg, cb, ca); // Plane Distance (if type == PLANE) @@ -96,7 +92,7 @@ bool LoadScene(Scene& scene, const uint8_t* data, size_t size) { // Check bounds before reading plane_distance if (offset + 4 > size) return false; - plane_distance = *(const float*)(data + offset); + plane_distance = read_f32(data + offset); offset += 4; // Advance offset after reading plane_distance } @@ -105,7 +101,7 @@ bool LoadScene(Scene& scene, const uint8_t* data, size_t size) { // either after ca (if not PLANE) or after plane_distance (if PLANE). if (offset + 4 > size) return false; - uint32_t name_len = *(const uint32_t*)(data + offset); + uint32_t name_len = read_u32(data + offset); offset += 4; AssetId mesh_id = (AssetId)0; // Default or INVALID (if 0 is invalid) @@ -131,12 +127,9 @@ bool LoadScene(Scene& scene, const uint8_t* data, size_t size) { // Physics properties if (offset + 4 + 4 + 4 > size) return false; - float mass = *(const float*)(data + offset); - offset += 4; - float restitution = *(const float*)(data + offset); - offset += 4; - uint32_t is_static_u32 = *(const uint32_t*)(data + offset); - offset += 4; + float mass = read_f32(data + offset); offset += 4; + float restitution = read_f32(data + offset); offset += 4; + uint32_t is_static_u32 = read_u32(data + offset); offset += 4; bool is_static = (is_static_u32 != 0); // Create Object3D |
