diff options
author | Andres Gomez <[email protected]> | 2014-11-18 06:49:00 -0700 |
---|---|---|
committer | Brian Paul <[email protected]> | 2014-11-18 08:47:04 -0700 |
commit | 1398ed724a90bd608ac4f6206c37eb2792ce9ab1 (patch) | |
tree | ed4967f68de458f49e8542ffb1faf6d24cd80cbc | |
parent | f9fc3ae89baac45563bad824f2adbd41d26dcef7 (diff) |
glsl_compiler: Add binding hash tables to avoid SIGSEVs on linking stage
When using the stand alone compiler, if we try to link a shader with vertex
attributes it will segfault on linking as the binding hash tables are not
included in the shader program. Obviously, we cannot make the linking stage
succeed without the bound attributes but we can prevent the crash and just
let the linker spit its own error.
Reviewed-by: Brian Paul <[email protected]>
-rw-r--r-- | src/glsl/main.cpp | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/src/glsl/main.cpp b/src/glsl/main.cpp index 9b36a1feda1..91e457ada27 100644 --- a/src/glsl/main.cpp +++ b/src/glsl/main.cpp @@ -35,6 +35,7 @@ #include "glsl_parser_extras.h" #include "ir_optimization.h" #include "program.h" +#include "program/hash_table.h" #include "loop_analysis.h" #include "standalone_scaffolding.h" @@ -357,6 +358,11 @@ main(int argc, char **argv) assert(whole_program != NULL); whole_program->InfoLog = ralloc_strdup(whole_program, ""); + /* Created just to avoid segmentation faults */ + whole_program->AttributeBindings = new string_to_uint_map; + whole_program->FragDataBindings = new string_to_uint_map; + whole_program->FragDataIndexBindings = new string_to_uint_map; + for (/* empty */; argc > optind; optind++) { whole_program->Shaders = reralloc(whole_program, whole_program->Shaders, @@ -415,6 +421,10 @@ main(int argc, char **argv) for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) ralloc_free(whole_program->_LinkedShaders[i]); + delete whole_program->AttributeBindings; + delete whole_program->FragDataBindings; + delete whole_program->FragDataIndexBindings; + ralloc_free(whole_program); _mesa_glsl_release_types(); _mesa_glsl_release_builtin_functions(); |