On 07/28/2013 03:24 PM, Jordan Justen wrote:
On Sun, Jul 28, 2013 at 12:56 PM, Ian Romanick <i...@freedesktop.org> wrote:
From: Ian Romanick <ian.d.roman...@intel.com>

This fixes the segfault in the '0x0 texture' subtest of piglit's
fbo-incomplete test.

Signed-off-by: Ian Romanick <ian.d.roman...@intel.com>
Cc: mesa-sta...@lists.freedesktop.org
---
  src/mesa/main/fbobject.c | 22 ++++++++++++++++++++--
  1 file changed, 20 insertions(+), 2 deletions(-)

diff --git a/src/mesa/main/fbobject.c b/src/mesa/main/fbobject.c
index a55b56c..f10af41 100644
--- a/src/mesa/main/fbobject.c
+++ b/src/mesa/main/fbobject.c
@@ -343,6 +343,22 @@ _mesa_remove_attachment(struct gl_context *ctx,
  }

  /**
+ * Verify a couple error conditions that will lead to an incomplete FBO and
+ * may cause problems for the driver's RenderTexture path.
+ */
+static bool
+driver_RenderTexture_is_safe(const struct gl_renderbuffer_attachment *att)
+{
+   const struct gl_texture_image *const texImage =
+      att->Texture->Image[att->CubeMapFace][att->TextureLevel];
+
+   if (texImage->Width == 0 || texImage->Height == 0 || texImage->Depth == 0)
+      return false;
+
+   return true;
+}
+
+/**
   * Create a renderbuffer which will be set up by the driver to wrap the
   * texture image slice.
   *
@@ -391,7 +407,8 @@ _mesa_update_texture_renderbuffer(struct gl_context *ctx,
     rb->NumSamples = texImage->NumSamples;
     rb->TexImage = texImage;

-   ctx->Driver.RenderTexture(ctx, fb, att);
+   if (driver_RenderTexture_is_safe(att))
+      ctx->Driver.RenderTexture(ctx, fb, att);

Should !driver_RenderTexture_is_safe generate an error?

Or will not having called ctx->Driver.RenderTexture lead to the error
at a later point?

It should lead to a failure in the framebuffer completeness check later. I could augment the test to make sure that there isn't a crash if the application doesn't explicitly call glCheckFramebufferStatus.

-Jordan

  }

  /**
@@ -1891,7 +1908,8 @@ check_begin_texture_render(struct gl_context *ctx, struct 
gl_framebuffer *fb)

     for (i = 0; i < BUFFER_COUNT; i++) {
        struct gl_renderbuffer_attachment *att = fb->Attachment + i;
-      if (att->Texture && att->Renderbuffer->TexImage) {
+      if (att->Texture && att->Renderbuffer->TexImage
+          && driver_RenderTexture_is_safe(att)) {
           ctx->Driver.RenderTexture(ctx, fb, att);
        }
     }
--
1.8.1.4

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