On 11/05/2018 10:00 AM, Emil Velikov wrote:
From: Emil Velikov <emil.veli...@collabora.com>

If the user provides an invalid display or device the ToVendor lookup
will fail.

In this case, the local [Mesa vendor] error code will be set. Thus on
sequential eglGetError(), the error will be EGL_SUCCESS.

To be more specific, GLVND remembers the last vendor and calls back
into it's eglGetError, although there's no guarantee to ever have had
one.

v2:
  - Add _eglError call, so the debug callback is executed (Kyle)
  - Drop XXX comment.

Piglit: tests/egl/spec/egl_ext_device_query
Fixes: ce562f9e3fa ("EGL: Implement the libglvnd interface for EGL (v3)")
Cc: Kyle Brenneman <kbrenne...@nvidia.com>
Cc: Eric Engestrom <e...@engestrom.ch>
Signed-off-by: Emil Velikov <emil.veli...@collabora.com>
---
  src/egl/main/egldispatchstubs.c | 5 +++++
  1 file changed, 5 insertions(+)

diff --git a/src/egl/main/egldispatchstubs.c b/src/egl/main/egldispatchstubs.c
index bfc3195c779..96708aeb0dc 100644
--- a/src/egl/main/egldispatchstubs.c
+++ b/src/egl/main/egldispatchstubs.c
@@ -59,6 +59,11 @@ static __eglMustCastToProperFunctionPointerType 
FetchVendorFunc(__EGLvendorInfo
      }
      if (func == NULL) {
          if (errorCode != EGL_SUCCESS) {
+            // Since we have no vendor, the follow-up eglGetError() call will
+            // end up using the GLVND error code. Set it here.
+            if (vendor == NULL) {
+                exports->setEGLError(errorCode);
+            }
              _eglError(errorCode, __EGL_DISPATCH_FUNC_NAMES[index]);
          }
          return NULL;

That looks right to me.

-Kyle

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