From 58ab77d2370f5e9b474df6a06fbe90f7b1034554 Mon Sep 17 00:00:00 2001 From: Quantum Date: Thu, 22 Jul 2021 03:52:13 -0400 Subject: [PATCH] [client] egl: avoid overflowing damage buffer We allocate 10 rectangles for overlay damage as agreed on Discord. --- client/renderers/EGL/egl.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/client/renderers/EGL/egl.c b/client/renderers/EGL/egl.c index 07b9748a..182b00fe 100644 --- a/client/renderers/EGL/egl.c +++ b/client/renderers/EGL/egl.c @@ -1007,8 +1007,8 @@ bool egl_render(void * opaque, LG_RendererRotate rotate, const bool newFrame) hasOverlay |= egl_help_render(this->help, this->screenScaleX, this->screenScaleY); hasOverlay |= egl_damage_render(this->damage, newFrame ? desktopDamage : NULL); - struct Rect damage[KVMFR_MAX_DAMAGE_RECTS + 2]; - int damageIdx = app_renderOverlay(damage, KVMFR_MAX_DAMAGE_RECTS); + struct Rect damage[KVMFR_MAX_DAMAGE_RECTS + 12]; + int damageIdx = app_renderOverlay(damage, 10); // if no overlay if (damageIdx == -1)