[Mesa-dev] [PATCH] mesa: ignore VAO IDs equal to 0 in glDeleteVertexArrays
Ian Romanick
idr at freedesktop.org
Thu Aug 30 22:24:56 UTC 2018
This patch is
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
Is there a piglit test? I wonder how many other glDeleteFoo functions
mishandle the id=0 case. :(
On 08/30/2018 12:16 PM, Marek Olšák wrote:
> 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)
>
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