From 1398ed724a90bd608ac4f6206c37eb2792ce9ab1 Mon Sep 17 00:00:00 2001 From: Andres Gomez Date: Tue, 18 Nov 2014 06:49:00 -0700 Subject: [PATCH] glsl_compiler: Add binding hash tables to avoid SIGSEVs on linking stage 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 --- src/glsl/main.cpp | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/src/glsl/main.cpp b/src/glsl/main.cpp index 9b36a1feda1..91e457ada27 100644 --- a/src/glsl/main.cpp +++ b/src/glsl/main.cpp @@ -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(); -- 2.30.2