Make all file access 64-bit (uint64_t)
This changes the types of a big number of variables. General rules: - Using `uint64_t` in general. We also considered `int64_t` but eventually settled on keeping it unsigned, which is also closer to what one would expect with `size_t`/`off_t`. - We only keep `int64_t` for `seek_end` (takes a negative offset from the end) and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means we only need to guard against passing negative values in `core_bind.cpp`. - Using `uint32_t` integers for concepts not needing such a huge range, like pages, blocks, etc. In addition: - Improve usage of integer types in some related places; namely, `DirAccess`, core binds. Note: - On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for big files on 32-bit Windows builds made with that toolchain. We might add a workaround. Fixes #44363. Fixes godotengine/godot-proposals#400. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Rémi Verschelde
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@ -140,7 +140,7 @@ Error ImageLoaderSVG::create_image_from_string(Ref<Image> p_image, const char *p
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}
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Error ImageLoaderSVG::load_image(Ref<Image> p_image, FileAccess *f, bool p_force_linear, float p_scale) {
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uint32_t size = f->get_len();
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uint64_t size = f->get_len();
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Vector<uint8_t> src_image;
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src_image.resize(size + 1);
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uint8_t *src_w = src_image.ptrw();
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