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authorAndres Gomez <[email protected]>2017-02-22 17:03:22 +0200
committerAndres Gomez <[email protected]>2017-03-27 12:45:59 +0300
commitbf15b2b515d5f37fc67fea77dea9d2fbc1dc8bf1 (patch)
tree49ebb7f41141b76eedf5932ee0518fa88e004090
parentc4c02471f485e6e9a8ffdaaa789861dcd5a3b8e9 (diff)
glsl: on UBO/SSBOs link error reset the number of active blocks to 0
While it's legal to have an active blocks count > 0 on link failure. Unless we actually assign memory for the blocks array we can end up segfaulting in calls such as glUniformBlockBinding(). To avoid having to NULL check these api calls we simply reset the block count to 0 if the array was not created. Signed-off-by: Andres Gomez <[email protected]> Cc: Timothy Arceri <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
-rw-r--r--src/compiler/glsl/linker.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 3eddbe24d09..f9c226a22c6 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -1181,6 +1181,12 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
for (unsigned k = 0; k <= i; k++) {
delete[] InterfaceBlockStageIndex[k];
}
+
+ /* Reset the block count. This will help avoid various segfaults
+ * from api calls that assume the array exists due to the count
+ * being non-zero.
+ */
+ *num_blks = 0;
return false;
}