зеркало из https://github.com/mozilla/gecko-dev.git
Bug 1591945 - Ensure strings passed to glShaderSource are null-terminated on android emulator. r=gw
The emulator's implementation of glShaderSource can crash if the source string are not null-terminated, even though we correctly pass the lengths of the strings. Work around this by adding a null terminator when running on the emulator. Depends on D51293 Differential Revision: https://phabricator.services.mozilla.com/D51294 --HG-- extra : moz-landing-system : lando
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b35d194fe6
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@ -1036,6 +1036,10 @@ pub struct Device {
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optimal_pbo_stride: NonZeroUsize,
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/// Whether we must ensure the source strings passed to glShaderSource()
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/// are null-terminated, to work around driver bugs.
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requires_null_terminated_shader_source: bool,
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// GL extensions
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extensions: Vec<String>,
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@ -1415,6 +1419,11 @@ impl Device {
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let supports_texture_swizzle = allow_texture_swizzling &&
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(gl.get_type() == gl::GlType::Gles || supports_extension(&extensions, "GL_ARB_texture_storage"));
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// On the android emulator, glShaderSource can crash if the source
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// strings are not null-terminated. See bug 1591945.
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let requires_null_terminated_shader_source = is_emulator;
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// On Adreno GPUs PBO texture upload is only performed asynchronously
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// if the stride of the data in the PBO is a multiple of 256 bytes.
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// Other platforms may have similar requirements and should be added
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@ -1470,6 +1479,7 @@ impl Device {
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frame_id: GpuFrameId(0),
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extensions,
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texture_storage_usage,
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requires_null_terminated_shader_source,
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optimal_pbo_stride,
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dump_shader_source,
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surface_is_y_flipped,
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@ -1560,10 +1570,19 @@ impl Device {
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name: &str,
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shader_type: gl::GLenum,
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source: &String,
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requires_null_terminated_shader_source: bool,
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) -> Result<gl::GLuint, ShaderError> {
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debug!("compile {}", name);
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let id = gl.create_shader(shader_type);
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if requires_null_terminated_shader_source {
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// Ensure the source strings we pass to glShaderSource are
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// null-terminated on buggy platforms.
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use std::ffi::CString;
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let terminated_source = CString::new(source.as_bytes()).unwrap();
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gl.shader_source(id, &[terminated_source.as_bytes_with_nul()]);
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} else {
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gl.shader_source(id, &[source.as_bytes()]);
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}
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gl.compile_shader(id);
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let log = gl.get_shader_info_log(id);
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let mut status = [0];
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@ -1870,7 +1889,7 @@ impl Device {
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if build_program {
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// Compile the vertex shader
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let vs_source = info.compute_source(self, SHADER_KIND_VERTEX);
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let vs_id = match Device::compile_shader(&*self.gl, &info.base_filename, gl::VERTEX_SHADER, &vs_source) {
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let vs_id = match Device::compile_shader(&*self.gl, &info.base_filename, gl::VERTEX_SHADER, &vs_source, self.requires_null_terminated_shader_source) {
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Ok(vs_id) => vs_id,
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Err(err) => return Err(err),
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};
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@ -1878,7 +1897,7 @@ impl Device {
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// Compile the fragment shader
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let fs_source = info.compute_source(self, SHADER_KIND_FRAGMENT);
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let fs_id =
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match Device::compile_shader(&*self.gl, &info.base_filename, gl::FRAGMENT_SHADER, &fs_source) {
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match Device::compile_shader(&*self.gl, &info.base_filename, gl::FRAGMENT_SHADER, &fs_source, self.requires_null_terminated_shader_source) {
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Ok(fs_id) => fs_id,
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Err(err) => {
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self.gl.delete_shader(vs_id);
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