From 359a58230e0644a39c1904a74bc25803dc6cab6f Mon Sep 17 00:00:00 2001 From: Robert Ellison Date: Mon, 27 Apr 2009 12:08:34 -0600 Subject: [PATCH] Avoid a segfault in shader compilation 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. --- src/mesa/shader/slang/slang_compile.c | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/src/mesa/shader/slang/slang_compile.c b/src/mesa/shader/slang/slang_compile.c index ba2fc4f85c9..d7ad879e97a 100644 --- a/src/mesa/shader/slang/slang_compile.c +++ b/src/mesa/shader/slang/slang_compile.c @@ -2161,6 +2161,12 @@ parse_function(slang_parse_ctx * C, slang_output_ctx * O, int definition, (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; -- 2.30.2