Fix allowing to make null EGL surfaces current.
eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, context)
resulted in a null dereference. It should be supported and is a common
idiom for detaching the surfaces from the context before destroying
them.
Bug swiftshader:70
Change-Id: I5b4406c8d594bc5db34c51bd08371ce69bbd471b
Reviewed-on: https://swiftshader-review.googlesource.com/10389
Tested-by: Nicolas Capens <capn@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
diff --git a/src/OpenGL/libGLESv2/Context.cpp b/src/OpenGL/libGLESv2/Context.cpp
index 5e99607..84196ac 100644
--- a/src/OpenGL/libGLESv2/Context.cpp
+++ b/src/OpenGL/libGLESv2/Context.cpp
@@ -274,35 +274,42 @@
mState.viewportX = 0;
mState.viewportY = 0;
- mState.viewportWidth = surface->getWidth();
- mState.viewportHeight = surface->getHeight();
+ mState.viewportWidth = surface ? surface->getWidth() : 0;
+ mState.viewportHeight = surface ? surface->getHeight() : 0;
mState.scissorX = 0;
mState.scissorY = 0;
- mState.scissorWidth = surface->getWidth();
- mState.scissorHeight = surface->getHeight();
+ mState.scissorWidth = surface ? surface->getWidth() : 0;
+ mState.scissorHeight = surface ? surface->getHeight() : 0;
mHasBeenCurrent = true;
}
- // Wrap the existing resources into GL objects and assign them to the '0' names
- egl::Image *defaultRenderTarget = surface->getRenderTarget();
- egl::Image *depthStencil = surface->getDepthStencil();
-
- Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
- DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
- Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
-
- setFramebufferZero(framebufferZero);
-
- if(defaultRenderTarget)
+ if(surface)
{
- defaultRenderTarget->release();
+ // Wrap the existing resources into GL objects and assign them to the '0' names
+ egl::Image *defaultRenderTarget = surface->getRenderTarget();
+ egl::Image *depthStencil = surface->getDepthStencil();
+
+ Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
+ DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
+ Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
+
+ setFramebufferZero(framebufferZero);
+
+ if(defaultRenderTarget)
+ {
+ defaultRenderTarget->release();
+ }
+
+ if(depthStencil)
+ {
+ depthStencil->release();
+ }
}
-
- if(depthStencil)
+ else
{
- depthStencil->release();
+ setFramebufferZero(nullptr);
}
markAllStateDirty();