For drivers supporting PIPE_CAP_SIGNED_VERTEX_BUFFER_OFFSET the buffer_offset value
will be interpreted as an signed int.
An example of application code causing a negative offset:
float b[] = { ... }; // 3 float for pos, 3 for color
glBufferData(GL_ARRAY_BUFFER, ..., b, ...);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), 0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), &b[3]);
^
should be 3 * sizeof(float)
The offset is a ptr so when interpreted as a signed int it can be negative.
This commit adds a verification that (int) buffer_offset is not negative - this would
indicate an application bug. Since it's too late to emit a GL_INVALID_VALUE error,
we replace the negative offset by 0 and emit a debug message.
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
vbuffer[bufidx].buffer.resource = stobj ? stobj->buffer : NULL;
vbuffer[bufidx].is_user_buffer = false;
vbuffer[bufidx].buffer_offset = _mesa_draw_binding_offset(binding);
+ if (st->has_signed_vertex_buffer_offset) {
+ /* 'buffer_offset' will be interpreted as an signed int, so make sure
+ * the user supplied offset is not negative (application bug).
+ */
+ if ((int) vbuffer[bufidx].buffer_offset < 0) {
+ assert ((int) vbuffer[bufidx].buffer_offset >= 0);
+ /* Fallback if assert are disabled: we can't disable this attribute
+ * since other parts expects it (e.g: velements, vp_variant), so
+ * use a non-buggy offset value instead */
+ vbuffer[bufidx].buffer_offset = 0;
+ }
+ }
} else {
/* Set the binding */
const void *ptr = (const void *)_mesa_draw_binding_offset(binding);
screen->get_param(screen, PIPE_CAP_INDEP_BLEND_FUNC);
st->needs_rgb_dst_alpha_override =
screen->get_param(screen, PIPE_CAP_RGB_OVERRIDE_DST_ALPHA_BLEND);
+ st->has_signed_vertex_buffer_offset =
+ screen->get_param(screen, PIPE_CAP_SIGNED_VERTEX_BUFFER_OFFSET);
st->has_hw_atomics =
screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
boolean has_indep_blend_func;
boolean needs_rgb_dst_alpha_override;
boolean can_bind_const_buffer_as_vertex;
+ boolean has_signed_vertex_buffer_offset;
/**
* If a shader can be created when we get its source.