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meta: enable vertex attributes in the context of the newly created array object
Otherwise, the function would enable generic vertex attributes 0
and 1 of the array object it does not own. This was causing crashes
in Euro Truck Simulator 2, since the incorrectly enabled generic
attribute 0 in the foreign context got precedence before vertex
position attribute at later time, leading to NULL pointer dereference.
Cc: "9.2" <mesa-stable@lists.freedesktop.org>
Cc: "10.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Petr Sebor <petr@scssoft.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
(cherry picked from commit f2b844f59d)
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parent
accc276df2
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1 changed files with 3 additions and 2 deletions
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@ -1515,6 +1515,9 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx,
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sizeof(struct vertex), OFFSET(x));
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_mesa_VertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
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sizeof(struct vertex), OFFSET(s));
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_mesa_EnableVertexAttribArray(0);
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_mesa_EnableVertexAttribArray(1);
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}
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/* Generate a relevant fragment shader program for the texture target */
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@ -1591,8 +1594,6 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx,
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_mesa_DeleteObjectARB(vs);
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_mesa_BindAttribLocation(ShaderProg, 0, "position");
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_mesa_BindAttribLocation(ShaderProg, 1, "texcoords");
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_mesa_EnableVertexAttribArray(0);
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_mesa_EnableVertexAttribArray(1);
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link_program_with_debug(ctx, ShaderProg);
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ralloc_free(mem_ctx);
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if (texture_2d)
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