glsl: Fix NULL pointer dereferences when linking fails.
Commit 7cfefe6965 introduced a check for whether linked->Type equals
GL_GEOMETRY_SHADER. However, linked may be NULL due to an earlier error
condition.
Since the entire function after the error path is (or should be) guarded
by linked != NULL checks, we may as well just return early and remove
the checks.
Fixes crashes in 9 Piglit tests.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
This commit is contained in:
+5
-8
@@ -1233,7 +1233,8 @@ link_intrastage_shaders(void *mem_ctx,
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if (!link_function_calls(prog, linked, linking_shaders,
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num_linking_shaders)) {
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ctx->Driver.DeleteShader(ctx, linked);
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linked = NULL;
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free(linking_shaders);
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return NULL;
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}
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free(linking_shaders);
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@@ -1241,8 +1242,7 @@ link_intrastage_shaders(void *mem_ctx,
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/* At this point linked should contain all of the linked IR, so
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* validate it to make sure nothing went wrong.
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*/
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if (linked)
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validate_ir_tree(linked->ir);
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validate_ir_tree(linked->ir);
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/* Set the size of geometry shader input arrays */
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if (linked->Type == GL_GEOMETRY_SHADER) {
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@@ -1258,11 +1258,8 @@ link_intrastage_shaders(void *mem_ctx,
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* unspecified sizes have a size specified. The size is inferred from the
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* max_array_access field.
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*/
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if (linked != NULL) {
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array_sizing_visitor v;
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v.run(linked->ir);
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}
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array_sizing_visitor v;
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v.run(linked->ir);
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return linked;
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}
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