[Mesa-dev] [PATCH] mesa: ignore VAO IDs equal to 0 in glDeleteVertexArrays
Marek Olšák
maraeo at gmail.com
Thu Aug 30 19:16:59 UTC 2018
From: Marek Olšák <marek.olsak at amd.com>
This fixes a firefox crash.
Fixes: 781a78914c798dc64005b37c6ca1224ce06803fc
---
src/mesa/main/arrayobj.c | 4 ++++
1 file changed, 4 insertions(+)
diff --git a/src/mesa/main/arrayobj.c b/src/mesa/main/arrayobj.c
index a23031fe182..6e0665c0e5d 100644
--- a/src/mesa/main/arrayobj.c
+++ b/src/mesa/main/arrayobj.c
@@ -1007,20 +1007,24 @@ _mesa_BindVertexArray(GLuint id)
*
* \param n Number of array objects to delete.
* \param ids Array of \c n array object IDs.
*/
static void
delete_vertex_arrays(struct gl_context *ctx, GLsizei n, const GLuint *ids)
{
GLsizei i;
for (i = 0; i < n; i++) {
+ /* IDs equal to 0 should be silently ignored. */
+ if (!ids[i])
+ continue;
+
struct gl_vertex_array_object *obj = _mesa_lookup_vao(ctx, ids[i]);
if (obj) {
assert(obj->Name == ids[i]);
/* If the array object is currently bound, the spec says "the binding
* for that object reverts to zero and the default vertex array
* becomes current."
*/
if (obj == ctx->Array.VAO)
--
2.17.1
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