Mesa (9.2): meta: enable vertex attributes in the context of the newly created array object
Carl Worth
cworth at kemper.freedesktop.org
Wed Nov 13 01:01:17 UTC 2013
Module: Mesa
Branch: 9.2
Commit: cf33e6d85d21a1b628c8477b4bd1435e386007cb
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=cf33e6d85d21a1b628c8477b4bd1435e386007cb
Author: Petr Sebor <petr at scssoft.com>
Date: Mon Nov 11 16:19:00 2013 -0700
meta: enable vertex attributes in the context of the newly created array object
Otherwise, the function would enable generic vertex attributes 0
and 1 of the array object it does not own. This was causing crashes
in Euro Truck Simulator 2, since the incorrectly enabled generic
attribute 0 in the foreign context got precedence before vertex
position attribute at later time, leading to NULL pointer dereference.
Cc: "9.2" <mesa-stable at lists.freedesktop.org>
Cc: "10.0" <mesa-stable at lists.freedesktop.org>
Signed-off-by: Petr Sebor <petr at scssoft.com>
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
Reviewed-by: Brian Paul <brianp at vmware.com>
(cherry picked from commit f2b844f59d86c5971118bfccb00ddc5a1b69797a)
---
src/mesa/drivers/common/meta.c | 5 +++--
1 files changed, 3 insertions(+), 2 deletions(-)
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index f818416..3b5555e 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -1515,6 +1515,9 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx,
sizeof(struct vertex), OFFSET(x));
_mesa_VertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
sizeof(struct vertex), OFFSET(s));
+
+ _mesa_EnableVertexAttribArray(0);
+ _mesa_EnableVertexAttribArray(1);
}
/* Generate a relevant fragment shader program for the texture target */
@@ -1591,8 +1594,6 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx,
_mesa_DeleteObjectARB(vs);
_mesa_BindAttribLocation(ShaderProg, 0, "position");
_mesa_BindAttribLocation(ShaderProg, 1, "texcoords");
- _mesa_EnableVertexAttribArray(0);
- _mesa_EnableVertexAttribArray(1);
link_program_with_debug(ctx, ShaderProg);
ralloc_free(mem_ctx);
if (texture_2d)
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