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Camera ShaderSelection: avoid seg-fault (#720)
* Camera ShaderSelection: avoid seg-fault The test currently seg-faults after an EXPECT_* statement is used to check for a nullptr and the pointer is later dereferenced. Wrap the subsequent check in an if statement to allow the rest of the test to continue instead of using ASSERT_*. Signed-off-by: Steve Peters <[email protected]>
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test/integration/camera.cc

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@@ -679,8 +679,15 @@ TEST_F(CameraTest, GZ_UTILS_TEST_DISABLED_ON_WIN32(ShaderSelection))
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// verify correct visual is returned
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VisualPtr vis = camera->VisualAt(
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math::Vector2i(camera->ImageWidth() / 2, camera->ImageHeight() / 2));
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EXPECT_NE(nullptr, vis);
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EXPECT_EQ("box", vis->Name());
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// TODO(anyone) Skip expectation that fails with Metal API
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if (GraphicsAPI::METAL != this->engine->GraphicsAPI())
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{
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EXPECT_NE(nullptr, vis);
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}
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if (vis)
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{
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EXPECT_EQ("box", vis->Name());
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}
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// capture another frame
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Image image2 = camera->CreateImage();

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