glamor: avoid a crash if texture allocation failed
Texture creation in _glamor_create_tex() can fail if a GL_OUT_OF_MEMORY is raised, in which case the texture returned is zero. But the texture value is not checked in glamor_create_fbo() and glamor will abort in glamor_pixmap_ensure_fb() because the fbo->tex is 0: Truncated backtrace: Thread no. 1 (10 frames) #4 glamor_pixmap_ensure_fb at glamor_fbo.c:57 #5 glamor_create_fbo_from_tex at glamor_fbo.c:112 #6 glamor_create_fbo at glamor_fbo.c:159 #7 glamor_create_fbo_array at glamor_fbo.c:210 #8 glamor_create_pixmap at glamor.c:226 #9 compNewPixmap at compalloc.c:536 #10 compAllocPixmap at compalloc.c:605 #11 compCheckRedirect at compwindow.c:167 #12 compRealizeWindow at compwindow.c:267 #13 RealizeTree at window.c:2617 Check the value returned by _glamor_create_tex() in glamor_create_fbo() and return NULL in the texture is zero. All callers of glamor_create_fbo() actually check the returned value and will use a fallback code path if it's NULL. Please cherry-pick this to active stable branches. Bugzilla: https://bugzilla.redhat.com/1433305 Signed-off-by: Olivier Fourdan <ofourdan@redhat.com> Reviewed-by: Eric Anholt <eric@anholt.net>
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@ -156,6 +156,10 @@ glamor_create_fbo(glamor_screen_private *glamor_priv,
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int w, int h, GLenum format, int flag)
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{
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GLint tex = _glamor_create_tex(glamor_priv, w, h, format);
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if (!tex) /* Texture creation failed due to GL_OUT_OF_MEMORY */
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return NULL;
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return glamor_create_fbo_from_tex(glamor_priv, w, h, format, tex, flag);
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}
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