On 11/07/2013 12:06 AM, Chris Forbes wrote:
V2: Check for mapping failure (thanks Brian)
Signed-off-by: Chris Forbes <chr...@ijw.co.nz>
---
src/mesa/vbo/vbo_primitive_restart.c | 33 +++++++++++++++++++++++++++++++++
1 file changed, 33 insertions(+)
diff --git a/src/mesa/vbo/vbo_primitive_restart.c
b/src/mesa/vbo/vbo_primitive_restart.c
index 48d04e1..ee84f10 100644
--- a/src/mesa/vbo/vbo_primitive_restart.c
+++ b/src/mesa/vbo/vbo_primitive_restart.c
@@ -180,6 +180,39 @@ vbo_sw_primitive_restart(struct gl_context *ctx,
GLboolean map_ib = ib->obj->Name && !ib->obj->Pointer;
void *ptr;
+ /* If there is an indirect buffer, map it and extract the draw params */
+ if (indirect && prims[0].is_indirect) {
+ struct _mesa_prim new_prim = *prims;
+ struct _mesa_index_buffer new_ib = *ib;
+ const uint32_t *indirect_params;
+ if (!ctx->Driver.MapBufferRange(ctx, 0, indirect->Size, GL_MAP_READ_BIT,
+ (struct gl_buffer_object *)indirect)) {
+
+ /* something went wrong with mapping, give up */
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "failed to map indirect buffer for sw primitive restart");
I suspect we'd only hit this if we ran out of memory earlier and failed
to allocate the buffer. So, I'd probably report GL_OUT_OF_MEMORY here.
I think we do that in other places where mapping fails too.
The rest of the core Mesa changes look OK to me. For those:
Reviewed-by: Brian Paul <bri...@vmware.com>
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