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:
Kenneth Graunke 2013-08-02 00:35:05 -07:00
parent 9d569fed8d
commit 7d2423a09e

View file

@ -1233,7 +1233,8 @@ link_intrastage_shaders(void *mem_ctx,
if (!link_function_calls(prog, linked, linking_shaders,
num_linking_shaders)) {
ctx->Driver.DeleteShader(ctx, linked);
linked = NULL;
free(linking_shaders);
return NULL;
}
free(linking_shaders);
@ -1241,8 +1242,7 @@ link_intrastage_shaders(void *mem_ctx,
/* At this point linked should contain all of the linked IR, so
* validate it to make sure nothing went wrong.
*/
if (linked)
validate_ir_tree(linked->ir);
validate_ir_tree(linked->ir);
/* Set the size of geometry shader input arrays */
if (linked->Type == GL_GEOMETRY_SHADER) {
@ -1258,11 +1258,8 @@ link_intrastage_shaders(void *mem_ctx,
* unspecified sizes have a size specified. The size is inferred from the
* max_array_access field.
*/
if (linked != NULL) {
array_sizing_visitor v;
v.run(linked->ir);
}
array_sizing_visitor v;
v.run(linked->ir);
return linked;
}