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authorKenneth Graunke <[email protected]>2017-01-25 00:59:42 -0800
committerKenneth Graunke <[email protected]>2017-01-27 21:52:37 -0800
commit7c5629a26912af9164bda17b7af5370f6b4302e4 (patch)
tree02e150a9fa250812a0e19d8ccfdf0135ef81fa47 /VERSION
parent96c60b7f07e626d9ca0fc5789117f0c725ba1da2 (diff)
i965: Unbind deleted shaders from brw_context, fixing malloc heisenbug.
Applications may delete a shader program, create a new one, and bind it before the next draw. With terrible luck, malloc may randomly return a chunk of memory for the new gl_program that happened to be the exact same pointer as our previously bound gl_program. In this case, our logic to detect new programs in brw_upload_pipeline_state() would break: if (brw->vertex_program != ctx->VertexProgram._Current) { brw->vertex_program = ctx->VertexProgram._Current; brw->ctx.NewDriverState |= BRW_NEW_VERTEX_PROGRAM; } Because the pointer is the same, we'd think it was the same program. But it could be wildly different - a different stage altogether, different sets of resources, and so on. This causes utter chaos. As unlikely as this seems, I believe I hit this when running a subset of the CTS in a loop, in a group of tests that churns through simple programs, deleting and rebuilding them. Presumably malloc uses a bucketing cache of sorts, and so freeing up a gl_program and allocating a new one fairly quickly causes it to reuse that memory. The result was that brw->vertex_program->info.num_ssbos claimed the program had SSBOs, while brw->vs.base.prog_data.binding_table claimed that there were none. This was crazy, because the binding table is calculated from info.num_ssbos - the shader info appeared to change between shader compile time and draw time. Careful use of watchpoints revealed that it was being clobbered by rzalloc's memset when building an entirely different program... Fortunately, our 0xd0d0d0d0 canary for unused binding table entries caused us to crash out of bounds when trying to upload SSBOs, or we may have never discovered this heisenbug. Fixes crashes in GL45-CTS.compute_shader.sso-case2 when using a hacked cts-runner that only runs GL45-CTS.compute_shader.s* in EGL config ID 5 at 64x64 in a loop with 100 iterations. Cc: "17.0 13.0 12.0" <[email protected]> Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
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