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authorIan Romanick <[email protected]>2015-11-05 14:44:26 -0800
committerIan Romanick <[email protected]>2015-11-24 11:31:30 -0800
commit76cfe2bc4436186fd585be96c4f402c1b1c79bdf (patch)
tree25cd575c22e5f408fa400cd8c664ec9da66f6fa1 /src/mesa/drivers/common/meta.c
parenta222d4cbc3de49857aebbdf727e53c273abcc6c1 (diff)
meta: Don't pollute the buffer object namespace in _mesa_meta_DrawTex
tl;dr: For many types of GL object, we can *NEVER* use the Gen function. In OpenGL ES (all versions!) and OpenGL compatibility profile, applications don't have to call Gen functions. The GL spec is very clear about how you can mix-and-match generated names and non-generated names: you can use any name you want for a particular object type until you call the Gen function for that object type. Here's the problem scenario: - Application calls a meta function that generates a name. The first Gen will probably return 1. - Application decides to use the same name for an object of the same type without calling Gen. Many demo programs use names 1, 2, 3, etc. without calling Gen. - Application calls the meta function again, and the meta function replaces the data. The application's data is lost, and the app fails. Have fun debugging that. Signed-off-by: Ian Romanick <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363 Reviewed-by: Anuj Phogat <[email protected]>
Diffstat (limited to 'src/mesa/drivers/common/meta.c')
-rw-r--r--src/mesa/drivers/common/meta.c51
1 files changed, 21 insertions, 30 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index cccb817741c..3fbac0735a7 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -95,9 +95,12 @@ static struct blit_shader *
choose_blit_shader(GLenum target, struct blit_shader_table *table);
static void cleanup_temp_texture(struct temp_texture *tex);
-static void meta_glsl_clear_cleanup(struct clear_state *clear);
-static void meta_decompress_cleanup(struct decompress_state *decompress);
-static void meta_drawpix_cleanup(struct drawpix_state *drawpix);
+static void meta_glsl_clear_cleanup(struct gl_context *ctx,
+ struct clear_state *clear);
+static void meta_decompress_cleanup(struct gl_context *ctx,
+ struct decompress_state *decompress);
+static void meta_drawpix_cleanup(struct gl_context *ctx,
+ struct drawpix_state *drawpix);
void
_mesa_meta_bind_fbo_image(GLenum fboTarget, GLenum attachment,
@@ -435,12 +438,12 @@ _mesa_meta_free(struct gl_context *ctx)
{
GET_CURRENT_CONTEXT(old_context);
_mesa_make_current(ctx, NULL, NULL);
- _mesa_meta_glsl_blit_cleanup(&ctx->Meta->Blit);
- meta_glsl_clear_cleanup(&ctx->Meta->Clear);
- _mesa_meta_glsl_generate_mipmap_cleanup(&ctx->Meta->Mipmap);
+ _mesa_meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
+ meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
+ _mesa_meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
cleanup_temp_texture(&ctx->Meta->TempTex);
- meta_decompress_cleanup(&ctx->Meta->Decompress);
- meta_drawpix_cleanup(&ctx->Meta->DrawPix);
+ meta_decompress_cleanup(ctx, &ctx->Meta->Decompress);
+ meta_drawpix_cleanup(ctx, &ctx->Meta->DrawPix);
if (old_context)
_mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
else
@@ -1649,14 +1652,13 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
}
static void
-meta_glsl_clear_cleanup(struct clear_state *clear)
+meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
{
if (clear->VAO == 0)
return;
_mesa_DeleteVertexArrays(1, &clear->VAO);
clear->VAO = 0;
- _mesa_DeleteBuffers(1, &clear->buf_obj->Name);
- clear->buf_obj = NULL;
+ _mesa_reference_buffer_object(ctx, &clear->buf_obj, NULL);
_mesa_DeleteProgram(clear->ShaderProg);
clear->ShaderProg = 0;
@@ -1950,14 +1952,13 @@ _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
}
static void
-meta_drawpix_cleanup(struct drawpix_state *drawpix)
+meta_drawpix_cleanup(struct gl_context *ctx, struct drawpix_state *drawpix)
{
if (drawpix->VAO != 0) {
_mesa_DeleteVertexArrays(1, &drawpix->VAO);
drawpix->VAO = 0;
- _mesa_DeleteBuffers(1, &drawpix->buf_obj->Name);
- drawpix->buf_obj = NULL;
+ _mesa_reference_buffer_object(ctx, &drawpix->buf_obj, NULL);
}
if (drawpix->StencilFP != 0) {
@@ -2986,14 +2987,15 @@ meta_decompress_fbo_cleanup(struct decompress_fbo_state *decompress_fbo)
}
static void
-meta_decompress_cleanup(struct decompress_state *decompress)
+meta_decompress_cleanup(struct gl_context *ctx,
+ struct decompress_state *decompress)
{
meta_decompress_fbo_cleanup(&decompress->byteFBO);
meta_decompress_fbo_cleanup(&decompress->floatFBO);
if (decompress->VAO != 0) {
_mesa_DeleteVertexArrays(1, &decompress->VAO);
- _mesa_DeleteBuffers(1, &decompress->buf_obj->Name);
+ _mesa_reference_buffer_object(ctx, &decompress->buf_obj, NULL);
}
if (decompress->Sampler != 0)
@@ -3310,7 +3312,6 @@ _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
if (drawtex->VAO == 0) {
/* one-time setup */
struct gl_vertex_array_object *array_obj;
- GLuint VBO;
/* create vertex array object */
_mesa_GenVertexArrays(1, &drawtex->VAO);
@@ -3320,23 +3321,13 @@ _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
assert(array_obj != NULL);
/* create vertex array buffer */
- _mesa_CreateBuffers(1, &VBO);
- drawtex->buf_obj = _mesa_lookup_bufferobj(ctx, VBO);
-
- /* _mesa_lookup_bufferobj only returns NULL if name is 0. If the object
- * does not yet exist (i.e., hasn't been bound) it will return a dummy
- * object that you can't do anything with.
- */
- assert(drawtex->buf_obj != NULL && (drawtex->buf_obj)->Name == VBO);
- assert(drawtex->buf_obj == ctx->Array.ArrayBufferObj);
+ drawtex->buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
+ if (drawtex->buf_obj == NULL)
+ return;
_mesa_buffer_data(ctx, drawtex->buf_obj, GL_NONE, sizeof(verts), verts,
GL_DYNAMIC_DRAW, __func__);
- assert(drawtex->buf_obj->Size == sizeof(verts));
-
- _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, VBO);
-
/* setup vertex arrays */
_mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
3, GL_FLOAT, GL_RGBA, GL_FALSE,