glsl_compiler: Add binding hash tables to avoid SIGSEVs on linking stage
authorAndres Gomez <agomez@igalia.com>
Tue, 18 Nov 2014 13:49:00 +0000 (06:49 -0700)
committerBrian Paul <brianp@vmware.com>
Tue, 18 Nov 2014 15:47:04 +0000 (08:47 -0700)
When using the stand alone compiler, if we try to link a shader with vertex
attributes it will segfault on linking as the binding hash tables are not
included in the shader program. Obviously, we cannot make the linking stage
succeed without the bound attributes but we can prevent the crash and just
let the linker spit its own error.

Reviewed-by: Brian Paul <brianp@vmware.com>
src/glsl/main.cpp

index 9b36a1feda1d5a09230bf8f70169e39361c4c3e1..91e457ada27443479f848c41042e29de96373e75 100644 (file)
@@ -35,6 +35,7 @@
 #include "glsl_parser_extras.h"
 #include "ir_optimization.h"
 #include "program.h"
+#include "program/hash_table.h"
 #include "loop_analysis.h"
 #include "standalone_scaffolding.h"
 
@@ -357,6 +358,11 @@ main(int argc, char **argv)
    assert(whole_program != NULL);
    whole_program->InfoLog = ralloc_strdup(whole_program, "");
 
+   /* Created just to avoid segmentation faults */
+   whole_program->AttributeBindings = new string_to_uint_map;
+   whole_program->FragDataBindings = new string_to_uint_map;
+   whole_program->FragDataIndexBindings = new string_to_uint_map;
+
    for (/* empty */; argc > optind; optind++) {
       whole_program->Shaders =
         reralloc(whole_program, whole_program->Shaders,
@@ -415,6 +421,10 @@ main(int argc, char **argv)
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++)
       ralloc_free(whole_program->_LinkedShaders[i]);
 
+   delete whole_program->AttributeBindings;
+   delete whole_program->FragDataBindings;
+   delete whole_program->FragDataIndexBindings;
+
    ralloc_free(whole_program);
    _mesa_glsl_release_types();
    _mesa_glsl_release_builtin_functions();