vbo: fix possible use-after-free segfault after a VAO is deleted

This like the fifth attempt to fix the issue.

Also with the new "validating" flag, we can set recalculate_inputs to FALSE
earlier in vbo_bind_arrays, because _mesa_update_state won't change it.

NOTE: This is a candidate for the stable branches.

v2: fixed a typo

Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Marek Olšák 2013-04-24 01:29:26 +02:00
parent b5b6460c40
commit 8eef6ad2e2
3 changed files with 25 additions and 4 deletions

View File

@ -80,10 +80,26 @@ void vbo_exec_destroy( struct gl_context *ctx )
*/
void vbo_exec_invalidate_state( struct gl_context *ctx, GLuint new_state )
{
struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
if (new_state & (_NEW_PROGRAM|_NEW_ARRAY)) {
if (!exec->validating && new_state & (_NEW_PROGRAM|_NEW_ARRAY)) {
exec->array.recalculate_inputs = GL_TRUE;
/* If we ended up here because a VAO was deleted, the _DrawArrays
* pointer which pointed to the VAO might be invalid now, so set it
* to NULL. This prevents crashes in driver functions like Clear
* where driver state validation might occur, but the vbo module is
* still in an invalid state.
*
* Drivers should skip vertex array state validation if _DrawArrays
* is NULL. It also has no effect on performance, because attrib
* bindings will be recalculated anyway.
*/
if (vbo->last_draw_method == DRAW_ARRAYS) {
ctx->Array._DrawArrays = NULL;
vbo->last_draw_method = DRAW_NONE;
}
}
if (new_state & _NEW_EVAL)

View File

@ -81,6 +81,7 @@ struct vbo_exec_context
struct gl_context *ctx;
GLvertexformat vtxfmt;
GLvertexformat vtxfmt_noop;
GLboolean validating; /**< if we're in the middle of state validation */
struct {
struct gl_buffer_object *bufferobj;

View File

@ -501,6 +501,7 @@ vbo_bind_arrays(struct gl_context *ctx)
if (exec->array.recalculate_inputs) {
recalculate_input_bindings(ctx);
exec->array.recalculate_inputs = GL_FALSE;
/* Again... because we may have changed the bitmask of per-vertex varying
* attributes. If we regenerate the fixed-function vertex program now
@ -508,10 +509,13 @@ vbo_bind_arrays(struct gl_context *ctx)
* need in the shader.
*/
if (ctx->NewState) {
/* Setting "validating" to TRUE prevents _mesa_update_state from
* invalidating what we just did.
*/
exec->validating = GL_TRUE;
_mesa_update_state(ctx);
exec->validating = GL_FALSE;
}
exec->array.recalculate_inputs = GL_FALSE;
}
}