[Mesa-dev] [PATCH 3/3] glsl_compiler: Add binding hash tables to avoid SIGSEVs on linking stage

Andres Gomez agomez at igalia.com
Tue Nov 18 05:49:36 PST 2014


When using the stand alone compiler, if we try to
link a shader with vertex attributes it will
segfault on linking as the binding hash tables are
not included in the shader program. Obviously, we
cannot make the linking stage succeed without the
bound attributes but we can prevent the crash and
just let the linker spit its own error.
---
 src/glsl/main.cpp | 10 ++++++++++
 1 file changed, 10 insertions(+)

diff --git a/src/glsl/main.cpp b/src/glsl/main.cpp
index 9b36a1f..91e457a 100644
--- a/src/glsl/main.cpp
+++ b/src/glsl/main.cpp
@@ -35,6 +35,7 @@
 #include "glsl_parser_extras.h"
 #include "ir_optimization.h"
 #include "program.h"
+#include "program/hash_table.h"
 #include "loop_analysis.h"
 #include "standalone_scaffolding.h"
 
@@ -357,6 +358,11 @@ main(int argc, char **argv)
    assert(whole_program != NULL);
    whole_program->InfoLog = ralloc_strdup(whole_program, "");
 
+   /* Created just to avoid segmentation faults */
+   whole_program->AttributeBindings = new string_to_uint_map;
+   whole_program->FragDataBindings = new string_to_uint_map;
+   whole_program->FragDataIndexBindings = new string_to_uint_map;
+
    for (/* empty */; argc > optind; optind++) {
       whole_program->Shaders =
 	 reralloc(whole_program, whole_program->Shaders,
@@ -415,6 +421,10 @@ main(int argc, char **argv)
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++)
       ralloc_free(whole_program->_LinkedShaders[i]);
 
+   delete whole_program->AttributeBindings;
+   delete whole_program->FragDataBindings;
+   delete whole_program->FragDataIndexBindings;
+
    ralloc_free(whole_program);
    _mesa_glsl_release_types();
    _mesa_glsl_release_builtin_functions();
-- 
1.9.1



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