[Mesa-dev] [PATCH shader-db] run: don't use alloca to avoid random crashes in the GLSL compiler
Marek Olšák
maraeo at gmail.com
Wed Dec 7 17:33:17 UTC 2016
From: Marek Olšák <marek.olsak at amd.com>
---
run.c | 6 +++++-
1 file changed, 5 insertions(+), 1 deletion(-)
diff --git a/run.c b/run.c
index 08fd543..ded224a 100644
--- a/run.c
+++ b/run.c
@@ -656,28 +656,32 @@ main(int argc, char **argv)
/* If there's only one GLSL shader, mark it separable so
* inputs and outputs aren't eliminated.
*/
if (num_shaders == 1 && type != TYPE_VP && type != TYPE_FP)
use_separate_shader_objects = true;
if (use_separate_shader_objects) {
for (unsigned i = 0; i < num_shaders; i++) {
const char *const_text;
- char *text = alloca(shader[i].length + 1);
+ unsigned size = shader[i].length + 1000;
+ /* Using alloca crashes in the GLSL compiler. */
+ char *text = malloc(size);
+ memset(text, 0, size);
/* Make it zero-terminated. */
memcpy(text, shader[i].text, shader[i].length);
text[shader[i].length] = 0;
const_text = text;
glCreateShaderProgramv(shader[i].type, 1, &const_text);
+ free(text);
}
} else if (type == TYPE_CORE || type == TYPE_COMPAT) {
GLuint prog = glCreateProgram();
for (unsigned i = 0; i < num_shaders; i++) {
GLuint s = glCreateShader(shader[i].type);
glShaderSource(s, 1, &shader[i].text, &shader[i].length);
glCompileShader(s);
GLint param;
--
2.7.4
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