From: Ian Romanick Date: Tue, 10 Nov 2015 03:10:48 +0000 (-0800) Subject: meta/blit: Don't pollute the sampler object namespace in _mesa_meta_setup_sampler X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=963065b76cbc254f2fbc6be4e0491264aeaec4ce;p=mesa.git meta/blit: Don't pollute the sampler object namespace in _mesa_meta_setup_sampler tl;dr: For many types of GL object, we can *NEVER* use the Gen function. In OpenGL ES (all versions!) and OpenGL compatibility profile, applications don't have to call Gen functions. The GL spec is very clear about how you can mix-and-match generated names and non-generated names: you can use any name you want for a particular object type until you call the Gen function for that object type. Here's the problem scenario: - Application calls a meta function that generates a name. The first Gen will probably return 1. - Application decides to use the same name for an object of the same type without calling Gen. Many demo programs use names 1, 2, 3, etc. without calling Gen. - Application calls the meta function again, and the meta function replaces the data. The application's data is lost, and the app fails. Have fun debugging that. Signed-off-by: Ian Romanick Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363 Reviewed-by: Jason Ekstrand --- diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c index 07bd7e5016a..78434cfdcfe 100644 --- a/src/mesa/drivers/common/meta_blit.c +++ b/src/mesa/drivers/common/meta_blit.c @@ -848,8 +848,7 @@ _mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target, _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, blit->samp_obj_save); _mesa_reference_sampler_object(ctx, &blit->samp_obj_save, NULL); - _mesa_DeleteSamplers(1, &blit->samp_obj->Name); - blit->samp_obj = NULL; + _mesa_reference_sampler_object(ctx, &blit->samp_obj, NULL); if (blit->tempTex) _mesa_DeleteTextures(1, &blit->tempTex); @@ -899,16 +898,14 @@ _mesa_meta_setup_sampler(struct gl_context *ctx, const struct gl_texture_object *texObj, GLenum target, GLenum filter, GLuint srcLevel) { - GLuint sampler; struct gl_sampler_object *samp_obj; GLenum tex_filter = (filter == GL_SCALED_RESOLVE_FASTEST_EXT || filter == GL_SCALED_RESOLVE_NICEST_EXT) ? GL_NEAREST : filter; - _mesa_GenSamplers(1, &sampler); - - samp_obj = _mesa_lookup_samplerobj(ctx, sampler); - assert(samp_obj != NULL && samp_obj->Name == sampler); + samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF); + if (samp_obj == NULL) + return NULL; _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj); _mesa_set_sampler_filters(ctx, samp_obj, tex_filter, tex_filter);