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authorIan Romanick <[email protected]>2015-11-10 15:12:13 -0800
committerIan Romanick <[email protected]>2016-01-11 15:38:03 -0800
commitb85c5fe52685bd479e97187cda1c8d38901e245e (patch)
tree4548f1cbbeaf65c1a3bd23bf5776cd9175ce1370 /src/mesa/drivers
parentd6782712a14985d292f060d1fa1684b1dc2c02cd (diff)
meta/generate_mipmap: Don't pollute the sampler object namespace
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: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/mesa/drivers')
-rw-r--r--src/mesa/drivers/common/meta_generate_mipmap.c22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/mesa/drivers/common/meta_generate_mipmap.c b/src/mesa/drivers/common/meta_generate_mipmap.c
index 5ccc1d4664c..aa812580f0b 100644
--- a/src/mesa/drivers/common/meta_generate_mipmap.c
+++ b/src/mesa/drivers/common/meta_generate_mipmap.c
@@ -137,11 +137,7 @@ _mesa_meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
_mesa_DeleteVertexArrays(1, &mipmap->VAO);
mipmap->VAO = 0;
_mesa_reference_buffer_object(ctx, &mipmap->buf_obj, NULL);
-
- if (mipmap->samp_obj != NULL) {
- _mesa_DeleteSamplers(1, &mipmap->samp_obj->Name);
- mipmap->samp_obj = NULL;
- }
+ _mesa_reference_sampler_object(ctx, &mipmap->samp_obj, NULL);
if (mipmap->FBO != 0) {
_mesa_DeleteFramebuffers(1, &mipmap->FBO);
@@ -227,12 +223,16 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
_mesa_BindTexture(target, texObj->Name);
if (mipmap->samp_obj == NULL) {
- GLuint sampler;
-
- _mesa_GenSamplers(1, &sampler);
-
- mipmap->samp_obj = _mesa_lookup_samplerobj(ctx, sampler);
- assert(mipmap->samp_obj != NULL && mipmap->samp_obj->Name == sampler);
+ mipmap->samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
+ if (mipmap->samp_obj == NULL) {
+ /* This is a bit lazy. Flag out of memory, and then don't bother to
+ * clean up. Once out of memory is flagged, the only realistic next
+ * move is to destroy the context. That will trigger all the right
+ * clean up.
+ */
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenerateMipmap");
+ return;
+ }
_mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, mipmap->samp_obj);