If a shader reaches an out-of-memory condition while adding
a new function (reallocating the function list), a segfault
will occur during cleanup (because the num_functions field
is non-zero, but the functions pointer is NULL).
This fixes that segfault by zeroing out the num_functions
field if reallocation fails.
(O->funs->num_functions + 1)
* sizeof(slang_function));
if (O->funs->functions == NULL) {
+ /* Make sure that there are no functions marked, as the
+ * allocation is currently NULL, in order to avoid
+ * a potental segfault as we clean up later.
+ */
+ O->funs->num_functions = 0;
+
slang_info_log_memory(C->L);
slang_function_destruct(&parsed_func);
return GL_FALSE;