[Mesa-dev] [PATCH] mesa/st: Check for a NULL _LinkedShader[i] before using it.
Ian Romanick
idr at freedesktop.org
Sun Oct 9 23:29:25 PDT 2011
Yeah, this is correct. The pointer will be NULL if there is no shader
for that stage.
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
(Sent from my phone.)
On Oct 9, 2011, at 5:13 PM, Stéphane Marchesin <marcheu at chromium.org>
wrote:
> The rest of the linker/glsl translation code checks for NULL, so I
> suppose we should check here too. Fixes crash on exit with i915g
> instanced drawing.
> ---
> src/mesa/state_tracker/st_program.c | 3 ++-
> 1 files changed, 2 insertions(+), 1 deletions(-)
>
> diff --git a/src/mesa/state_tracker/st_program.c b/src/mesa/
> state_tracker/st_program.c
> index acd3b56..c419c40 100644
> --- a/src/mesa/state_tracker/st_program.c
> +++ b/src/mesa/state_tracker/st_program.c
> @@ -1154,7 +1154,8 @@ destroy_shader_program_variants_cb(GLuint key,
> void *data, void *userData)
> }
>
> for (i = 0; i < Elements(shProg->_LinkedShaders); i++) {
> - destroy_program_variants(st, shProg->_LinkedShaders[i]-
> >Program);
> + if (shProg->_LinkedShaders[i])
> + destroy_program_variants(st, shProg->_LinkedShaders
> [i]->Program);
> }
> }
> break;
> --
> 1.7.5.4
>
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