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authorKenneth Graunke <[email protected]>2016-03-15 10:51:55 -0700
committerKenneth Graunke <[email protected]>2016-03-16 23:57:11 -0700
commit9c1e01c4a883ac4a738f6f8c17c0236621101e28 (patch)
tree95e41d3ec1ace577cc60f381ce94f9ba06e6a167 /src/gbm/backends/dri
parent0fe254168be26e71777dc2648e86976bdcd2e707 (diff)
meta: Don't use integer handles for shaders or programs.
Previously, we gave our internal clear/blit shaders actual GL handles and stored them in the shader/program hash table. We used ordinary GL API entrypoints to work with them. We thought this shouldn't be a problem because GL doesn't allow applications to invent their own names for shaders or programs. GL allocates all names via glCreateShader and glCreateProgram. However, having them in the hash table is a bit risky: if a broken application guesses the name of our shaders or programs, it could alter them, potentially screwing up future meta operations. Also, test cases can observe the programs in the hash table. Running a single dEQP process that executes the following test list: dEQP-GLES3.functional.negative_api.buffer.clear dEQP-GLES3.functional.negative_api.shader.compile_shader dEQP-GLES3.functional.negative_api.shader.delete_shader would result in the last two tests breaking. The compile_shader test calls glCompileShader(9) straight away, and since it hasn't even created any shaders or programs, it expects to get a GL_INVALID_VALUE error because there's no such name. However, because the clear test ran first, it created Meta programs, so an object named "9" did exist. This patch reworks Meta to work with gl_shader and gl_shader_program pointers directly. These internal programs have bogus names, and are never stored in the hash tables, so they're invisible to applications. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94485 Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
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