iris: avoid use after free in shader destruction
While playing with compute shaders, I was getting a random crash, noticed that bind_state was using the old shader info for comparision, but gallium allows the shader to be deleted while bound, so this could lead to a use after free. This can't happen using the cso cache. As it tracks all of this. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@@ -1620,14 +1620,56 @@ iris_create_compute_state(struct pipe_context *ctx,
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* Frees the iris_uncompiled_shader.
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*/
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static void
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iris_delete_shader_state(struct pipe_context *ctx, void *state)
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iris_delete_shader_state(struct pipe_context *ctx, void *state, gl_shader_stage stage)
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{
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struct iris_uncompiled_shader *ish = state;
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struct iris_context *ice = (void *) ctx;
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if (ice->shaders.uncompiled[stage] == ish) {
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ice->shaders.uncompiled[stage] = NULL;
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ice->state.dirty |= IRIS_DIRTY_UNCOMPILED_VS << stage;
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}
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ralloc_free(ish->nir);
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free(ish);
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}
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static void
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iris_delete_vs_state(struct pipe_context *ctx, void *state)
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{
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iris_delete_shader_state(ctx, state, MESA_SHADER_VERTEX);
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}
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static void
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iris_delete_tcs_state(struct pipe_context *ctx, void *state)
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{
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iris_delete_shader_state(ctx, state, MESA_SHADER_TESS_CTRL);
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}
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static void
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iris_delete_tes_state(struct pipe_context *ctx, void *state)
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{
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iris_delete_shader_state(ctx, state, MESA_SHADER_TESS_EVAL);
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}
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static void
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iris_delete_gs_state(struct pipe_context *ctx, void *state)
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{
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iris_delete_shader_state(ctx, state, MESA_SHADER_GEOMETRY);
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}
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static void
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iris_delete_fs_state(struct pipe_context *ctx, void *state)
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{
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iris_delete_shader_state(ctx, state, MESA_SHADER_FRAGMENT);
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}
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static void
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iris_delete_cs_state(struct pipe_context *ctx, void *state)
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{
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iris_delete_shader_state(ctx, state, MESA_SHADER_COMPUTE);
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}
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/**
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* The pipe->bind_[stage]_state() driver hook.
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*
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@@ -1737,12 +1779,12 @@ iris_init_program_functions(struct pipe_context *ctx)
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ctx->create_fs_state = iris_create_fs_state;
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ctx->create_compute_state = iris_create_compute_state;
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ctx->delete_vs_state = iris_delete_shader_state;
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ctx->delete_tcs_state = iris_delete_shader_state;
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ctx->delete_tes_state = iris_delete_shader_state;
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ctx->delete_gs_state = iris_delete_shader_state;
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ctx->delete_fs_state = iris_delete_shader_state;
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ctx->delete_compute_state = iris_delete_shader_state;
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ctx->delete_vs_state = iris_delete_vs_state;
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ctx->delete_tcs_state = iris_delete_tcs_state;
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ctx->delete_tes_state = iris_delete_tes_state;
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ctx->delete_gs_state = iris_delete_gs_state;
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ctx->delete_fs_state = iris_delete_fs_state;
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ctx->delete_compute_state = iris_delete_cs_state;
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ctx->bind_vs_state = iris_bind_vs_state;
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ctx->bind_tcs_state = iris_bind_tcs_state;
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