[Mesa-dev] [PATCH 2/2] egl/glvnd: correctly report errors when vendor cannot be found
Kyle Brenneman
kyle.brenneman at gmail.com
Fri Nov 2 22:09:32 UTC 2018
On 11/02/2018 01:06 PM, Emil Velikov wrote:
> From: Emil Velikov<emil.velikov at collabora.com>
>
> If the user provides an invalid display or device the ToVendor lookup
> will fail.
>
> In this case, the local [Mesa vendor] error code will be set. Thus on
> sequential eglGetError(), the error will be EGL_SUCCESS.
>
> To be more specific, GLVND remembers the last vendor and calls back
> into it's eglGetError, although there's no guarantee to ever have had
> one.
>
> Piglit: tests/egl/spec/egl_ext_device_query
> Fixes: ce562f9e3fa ("EGL: Implement the libglvnd interface for EGL (v3)")
> Cc: Kyle Brenneman<kbrenneman at nvidia.com>
> Cc: Eric Engestrom<eric at engestrom.ch>
> Signed-off-by: Emil Velikov<emil.velikov at collabora.com>
> ---
> src/egl/main/egldispatchstubs.c | 12 ++++++++++--
> 1 file changed, 10 insertions(+), 2 deletions(-)
>
> diff --git a/src/egl/main/egldispatchstubs.c b/src/egl/main/egldispatchstubs.c
> index bfc3195c779..e39fd6197a6 100644
> --- a/src/egl/main/egldispatchstubs.c
> +++ b/src/egl/main/egldispatchstubs.c
> @@ -54,9 +54,17 @@ static __eglMustCastToProperFunctionPointerType FetchVendorFunc(__EGLvendorInfo
> {
> __eglMustCastToProperFunctionPointerType func = NULL;
>
> - if (vendor != NULL) {
> - func = exports->fetchDispatchEntry(vendor, __EGL_DISPATCH_FUNC_INDICES[index]);
> + if (vendor == NULL) {
> + // XXX: How can we end here with EGL_SUCCESS?
> + if (errorCode != EGL_SUCCESS) {
> + // Since we have no vendor, the follow-up eglGetError() call will
> + // end up using the GLVND error code. Set it here.
> + exports->setEGLError(errorCode);
> + }
> + return NULL;
> }
> +
> + func = exports->fetchDispatchEntry(vendor, __EGL_DISPATCH_FUNC_INDICES[index]);
> if (func == NULL) {
> if (errorCode != EGL_SUCCESS) {
> _eglError(errorCode, __EGL_DISPATCH_FUNC_NAMES[index]);
The (vendor == NULL) branch should still call _eglError so that it calls
the debug callback function. Other than that, this looks right to me.
In answer to the question in the comment, getting an EGL_SUCCESS error
code is inherited from the code in libglvnd itself to handle the
eglWait* functions. If there's no current context for those functions,
then they're a no-op and don't set an error code.
Mesa doesn't have any EGL dispatch stubs that look at the current
context, though, so you could just remove __eglDispatchFetchByCurrent
and the (errorCode != EGL_SUCCESS) checks.
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