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Assert that shader uniform names are not null
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+23
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src/CSFML/Graphics/Shader.cpp

Lines changed: 23 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -195,6 +195,7 @@ void sfShader_destroy(const sfShader* shader)
195195
void sfShader_setFloatUniform(sfShader* shader, const char* name, float x)
196196
{
197197
assert(shader);
198+
assert(name);
198199
shader->This.setUniform(name, x);
199200
}
200201

@@ -203,6 +204,7 @@ void sfShader_setFloatUniform(sfShader* shader, const char* name, float x)
203204
void sfShader_setVec2Uniform(sfShader* shader, const char* name, sfGlslVec2 vector)
204205
{
205206
assert(shader);
207+
assert(name);
206208
shader->This.setUniform(name, sf::Glsl::Vec2(vector.x, vector.y));
207209
}
208210

@@ -211,6 +213,7 @@ void sfShader_setVec2Uniform(sfShader* shader, const char* name, sfGlslVec2 vect
211213
void sfShader_setVec3Uniform(sfShader* shader, const char* name, sfGlslVec3 vector)
212214
{
213215
assert(shader);
216+
assert(name);
214217
shader->This.setUniform(name, sf::Glsl::Vec3(vector.x, vector.y, vector.z));
215218
}
216219

@@ -219,6 +222,7 @@ void sfShader_setVec3Uniform(sfShader* shader, const char* name, sfGlslVec3 vect
219222
void sfShader_setVec4Uniform(sfShader* shader, const char* name, sfGlslVec4 vector)
220223
{
221224
assert(shader);
225+
assert(name);
222226
shader->This.setUniform(name, sf::Glsl::Vec4(vector.x, vector.y, vector.z, vector.w));
223227
}
224228

@@ -239,6 +243,7 @@ void sfShader_setColorUniform(sfShader* shader, const char* name, sfColor color)
239243
void sfShader_setIntUniform(sfShader* shader, const char* name, int x)
240244
{
241245
assert(shader);
246+
assert(name);
242247
shader->This.setUniform(name, x);
243248
}
244249

@@ -247,6 +252,7 @@ void sfShader_setIntUniform(sfShader* shader, const char* name, int x)
247252
void sfShader_setIvec2Uniform(sfShader* shader, const char* name, sfGlslIvec2 vector)
248253
{
249254
assert(shader);
255+
assert(name);
250256
shader->This.setUniform(name, sf::Glsl::Ivec2(vector.x, vector.y));
251257
}
252258

@@ -255,6 +261,7 @@ void sfShader_setIvec2Uniform(sfShader* shader, const char* name, sfGlslIvec2 ve
255261
void sfShader_setIvec3Uniform(sfShader* shader, const char* name, sfGlslIvec3 vector)
256262
{
257263
assert(shader);
264+
assert(name);
258265
shader->This.setUniform(name, sf::Glsl::Ivec3(vector.x, vector.y, vector.z));
259266
}
260267

@@ -263,6 +270,7 @@ void sfShader_setIvec3Uniform(sfShader* shader, const char* name, sfGlslIvec3 ve
263270
void sfShader_setIvec4Uniform(sfShader* shader, const char* name, sfGlslIvec4 vector)
264271
{
265272
assert(shader);
273+
assert(name);
266274
shader->This.setUniform(name, sf::Glsl::Ivec4(vector.x, vector.y, vector.z, vector.w));
267275
}
268276

@@ -283,6 +291,7 @@ void sfShader_setIntColorUniform(sfShader* shader, const char* name, sfColor col
283291
void sfShader_setBoolUniform(sfShader* shader, const char* name, bool x)
284292
{
285293
assert(shader);
294+
assert(name);
286295
shader->This.setUniform(name, x);
287296
}
288297

@@ -291,6 +300,7 @@ void sfShader_setBoolUniform(sfShader* shader, const char* name, bool x)
291300
void sfShader_setBvec2Uniform(sfShader* shader, const char* name, sfGlslBvec2 vector)
292301
{
293302
assert(shader);
303+
assert(name);
294304
shader->This.setUniform(name, sf::Glsl::Bvec2(vector.x, vector.y));
295305
}
296306

@@ -299,6 +309,7 @@ void sfShader_setBvec2Uniform(sfShader* shader, const char* name, sfGlslBvec2 ve
299309
void sfShader_setBvec3Uniform(sfShader* shader, const char* name, sfGlslBvec3 vector)
300310
{
301311
assert(shader);
312+
assert(name);
302313
shader->This.setUniform(name, sf::Glsl::Bvec3(vector.x, vector.y, vector.z));
303314
}
304315

@@ -307,6 +318,7 @@ void sfShader_setBvec3Uniform(sfShader* shader, const char* name, sfGlslBvec3 ve
307318
void sfShader_setBvec4Uniform(sfShader* shader, const char* name, sfGlslBvec4 vector)
308319
{
309320
assert(shader);
321+
assert(name);
310322
shader->This.setUniform(name, sf::Glsl::Bvec4(vector.x, vector.y, vector.z, vector.w));
311323
}
312324

@@ -315,6 +327,7 @@ void sfShader_setBvec4Uniform(sfShader* shader, const char* name, sfGlslBvec4 ve
315327
void sfShader_setMat3Uniform(sfShader* shader, const char* name, const sfGlslMat3* matrix)
316328
{
317329
assert(shader);
330+
assert(name);
318331
shader->This.setUniform(name, sf::Glsl::Mat3(matrix->array));
319332
}
320333

@@ -323,6 +336,7 @@ void sfShader_setMat3Uniform(sfShader* shader, const char* name, const sfGlslMat
323336
void sfShader_setMat4Uniform(sfShader* shader, const char* name, const sfGlslMat4* matrix)
324337
{
325338
assert(shader);
339+
assert(name);
326340
shader->This.setUniform(name, sf::Glsl::Mat4(matrix->array));
327341
}
328342

@@ -331,6 +345,7 @@ void sfShader_setMat4Uniform(sfShader* shader, const char* name, const sfGlslMat
331345
void sfShader_setTextureUniform(sfShader* shader, const char* name, const sfTexture* texture)
332346
{
333347
assert(shader);
348+
assert(name);
334349
shader->This.setUniform(name, *texture->This);
335350
}
336351

@@ -339,6 +354,7 @@ void sfShader_setTextureUniform(sfShader* shader, const char* name, const sfText
339354
void sfShader_setCurrentTextureUniform(sfShader* shader, const char* name)
340355
{
341356
assert(shader);
357+
assert(name);
342358
shader->This.setUniform(name, sf::Shader::CurrentTexture);
343359
}
344360

@@ -347,6 +363,7 @@ void sfShader_setCurrentTextureUniform(sfShader* shader, const char* name)
347363
void sfShader_setFloatUniformArray(sfShader* shader, const char* name, const float* scalarArray, size_t length)
348364
{
349365
assert(shader);
366+
assert(name);
350367
shader->This.setUniformArray(name, scalarArray, length);
351368
}
352369

@@ -355,6 +372,7 @@ void sfShader_setFloatUniformArray(sfShader* shader, const char* name, const flo
355372
void sfShader_setVec2UniformArray(sfShader* shader, const char* name, const sfGlslVec2* vectorArray, size_t length)
356373
{
357374
assert(shader);
375+
assert(name);
358376
shader->This.setUniformArray(name, reinterpret_cast<const sf::Glsl::Vec2*>(vectorArray), length);
359377
}
360378

@@ -363,6 +381,7 @@ void sfShader_setVec2UniformArray(sfShader* shader, const char* name, const sfGl
363381
void sfShader_setVec3UniformArray(sfShader* shader, const char* name, const sfGlslVec3* vectorArray, size_t length)
364382
{
365383
assert(shader);
384+
assert(name);
366385
shader->This.setUniformArray(name, reinterpret_cast<const sf::Glsl::Vec3*>(vectorArray), length);
367386
}
368387

@@ -371,6 +390,7 @@ void sfShader_setVec3UniformArray(sfShader* shader, const char* name, const sfGl
371390
void sfShader_setVec4UniformArray(sfShader* shader, const char* name, const sfGlslVec4* vectorArray, size_t length)
372391
{
373392
assert(shader);
393+
assert(name);
374394
shader->This.setUniformArray(name, reinterpret_cast<const sf::Glsl::Vec4*>(vectorArray), length);
375395
}
376396

@@ -379,6 +399,7 @@ void sfShader_setVec4UniformArray(sfShader* shader, const char* name, const sfGl
379399
void sfShader_setMat3UniformArray(sfShader* shader, const char* name, const sfGlslMat3* matrixArray, size_t length)
380400
{
381401
assert(shader);
402+
assert(name);
382403
shader->This.setUniformArray(name, reinterpret_cast<const sf::Glsl::Mat3*>(matrixArray), length);
383404
}
384405

@@ -387,6 +408,7 @@ void sfShader_setMat3UniformArray(sfShader* shader, const char* name, const sfGl
387408
void sfShader_setMat4UniformArray(sfShader* shader, const char* name, const sfGlslMat4* matrixArray, size_t length)
388409
{
389410
assert(shader);
411+
assert(name);
390412
shader->This.setUniformArray(name, reinterpret_cast<const sf::Glsl::Mat4*>(matrixArray), length);
391413
}
392414

@@ -395,6 +417,7 @@ void sfShader_setMat4UniformArray(sfShader* shader, const char* name, const sfGl
395417
void sfShader_setTextureParameter(sfShader* shader, const char* name, const sfTexture* texture)
396418
{
397419
assert(shader);
420+
assert(name);
398421
assert(texture);
399422
shader->This.setUniform(name, *texture->This);
400423
}

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