mesa: fix crash in st/mesa after deleting a VAO
This happens when glGetMultisamplefv (or any other non-draw function) is called, which doesn't invoke the VBO module to update _DrawArrays and the pointer is invalid at that point. However st/mesa still dereferences it to setup vertex buffers ==> crash. Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
@@ -427,6 +427,21 @@ bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired)
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}
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}
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}
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}
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if (ctx->Array.DrawMethod == DRAW_ARRAYS) {
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/* The _DrawArrays pointer is pointing at the VAO being unbound and
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* that VAO may be in the process of being deleted. If it's not going
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* to be deleted, this will have no effect, because the pointer needs
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* to be updated by the VBO module anyway.
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*
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* Before the VBO module can update the pointer, we have to set it
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* to NULL for drivers not to set up arrays which are not bound,
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* or to prevent a crash if the VAO being unbound is going to be
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* deleted.
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*/
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ctx->Array._DrawArrays = NULL;
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ctx->Array.DrawMethod = DRAW_NONE;
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}
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ctx->NewState |= _NEW_ARRAY;
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ctx->NewState |= _NEW_ARRAY;
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_mesa_reference_vao(ctx, &ctx->Array.VAO, newObj);
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_mesa_reference_vao(ctx, &ctx->Array.VAO, newObj);
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@@ -1640,6 +1640,17 @@ struct gl_vertex_array_object
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};
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};
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/** Used to signal when transitioning from one kind of drawing method
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* to another.
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*/
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typedef enum {
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DRAW_NONE, /**< Initial value only */
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DRAW_BEGIN_END,
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DRAW_DISPLAY_LIST,
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DRAW_ARRAYS
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} gl_draw_method;
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/**
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/**
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* Vertex array state
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* Vertex array state
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*/
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*/
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@@ -1679,6 +1690,9 @@ struct gl_array_attrib
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* The array pointer is set up only by the VBO module.
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* The array pointer is set up only by the VBO module.
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*/
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*/
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const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
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const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
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/** One of the DRAW_xxx flags, not consumed by drivers */
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gl_draw_method DrawMethod;
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};
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};
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@@ -57,18 +57,6 @@
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#include "vbo_save.h"
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#include "vbo_save.h"
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/** Used to signal when transitioning from one kind of drawing method
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* to another.
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*/
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enum draw_method
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{
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DRAW_NONE, /**< Initial value only */
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DRAW_BEGIN_END,
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DRAW_DISPLAY_LIST,
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DRAW_ARRAYS
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};
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struct vbo_context {
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struct vbo_context {
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struct gl_client_array currval[VBO_ATTRIB_MAX];
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struct gl_client_array currval[VBO_ATTRIB_MAX];
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@@ -83,8 +71,6 @@ struct vbo_context {
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* is responsible for initiating any fallback actions required:
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* is responsible for initiating any fallback actions required:
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*/
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*/
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vbo_draw_func draw_prims;
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vbo_draw_func draw_prims;
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enum draw_method last_draw_method;
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};
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};
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@@ -122,11 +108,11 @@ get_program_mode( struct gl_context *ctx )
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* that arrays may be changing.
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* that arrays may be changing.
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*/
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*/
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static inline void
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static inline void
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vbo_draw_method(struct vbo_context *vbo, enum draw_method method)
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vbo_draw_method(struct vbo_context *vbo, gl_draw_method method)
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{
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{
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if (vbo->last_draw_method != method) {
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struct gl_context *ctx = vbo->exec.ctx;
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struct gl_context *ctx = vbo->exec.ctx;
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if (ctx->Array.DrawMethod != method) {
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switch (method) {
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switch (method) {
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case DRAW_ARRAYS:
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case DRAW_ARRAYS:
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ctx->Array._DrawArrays = vbo->exec.array.inputs;
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ctx->Array._DrawArrays = vbo->exec.array.inputs;
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@@ -142,7 +128,7 @@ vbo_draw_method(struct vbo_context *vbo, enum draw_method method)
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}
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}
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ctx->NewDriverState |= ctx->DriverFlags.NewArray;
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ctx->NewDriverState |= ctx->DriverFlags.NewArray;
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vbo->last_draw_method = method;
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ctx->Array.DrawMethod = method;
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}
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}
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}
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}
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@@ -82,21 +82,6 @@ void vbo_exec_invalidate_state( struct gl_context *ctx, GLuint new_state )
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if (!exec->validating && new_state & (_NEW_PROGRAM|_NEW_ARRAY)) {
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if (!exec->validating && new_state & (_NEW_PROGRAM|_NEW_ARRAY)) {
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exec->array.recalculate_inputs = GL_TRUE;
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exec->array.recalculate_inputs = GL_TRUE;
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/* If we ended up here because a VAO was deleted, the _DrawArrays
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* pointer which pointed to the VAO might be invalid now, so set it
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* to NULL. This prevents crashes in driver functions like Clear
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* where driver state validation might occur, but the vbo module is
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* still in an invalid state.
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*
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* Drivers should skip vertex array state validation if _DrawArrays
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* is NULL. It also has no effect on performance, because attrib
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* bindings will be recalculated anyway.
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*/
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if (vbo->last_draw_method == DRAW_ARRAYS) {
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ctx->Array._DrawArrays = NULL;
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vbo->last_draw_method = DRAW_NONE;
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}
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}
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}
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if (new_state & _NEW_EVAL)
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if (new_state & _NEW_EVAL)
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