vbo: fix glPrimitiveRestartNV crash inside a display list

glPrimitiveRestartNV crashes when it is called during the compilation
of a display list.

There are two reasons:
- ctx->Driver.CurrentSavePrimitive is not set to the current primitive
- save_PrimitiveRestartNV() calls _save_Begin() which only sets an
  OpenGL error, instead of calling vbo_save_NotifyBegin().

This patch correctly calls vbo_save_NotifyBegin() but it detects
the current primitive mode by looking at the latest saved primitive.

Additional work by Brian Paul

Signed-off-by: Olivier Lauffenburger <o.lauffenburger@topsolid.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101464
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
This commit is contained in:
Olivier Lauffenburger 2017-07-06 09:45:00 -06:00 committed by Brian Paul
parent 1d0bdfb56d
commit f5c8bb1e00
1 changed files with 14 additions and 4 deletions

View File

@ -1108,13 +1108,23 @@ _save_Begin(GLenum mode)
static void GLAPIENTRY
_save_PrimitiveRestartNV(void)
{
GLenum curPrim;
GET_CURRENT_CONTEXT(ctx);
struct vbo_save_context *save = &vbo_context(ctx)->save;
curPrim = ctx->Driver.CurrentSavePrimitive;
if (save->prim_count == 0) {
/* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
* is an error.
*/
_mesa_compile_error(ctx, GL_INVALID_OPERATION,
"glPrimitiveRestartNV called outside glBegin/End");
} else {
/* get current primitive mode */
GLenum curPrim = save->prim[save->prim_count - 1].mode;
_save_End();
_save_Begin(curPrim);
/* restart primitive */
CALL_End(GET_DISPATCH(), ());
vbo_save_NotifyBegin(ctx, curPrim);
}
}