[Mesa-dev] [PATCH] mesa: ignore VAO IDs equal to 0 in glDeleteVertexArrays

Marek Olšák maraeo at gmail.com
Fri Aug 31 02:42:58 UTC 2018


Sadly, there are no tests for this.

Marek

On Thu, Aug 30, 2018 at 6:24 PM, Ian Romanick <idr at freedesktop.org> wrote:
> 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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