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LibGL: Prevent segfault due to texture destruction
Destruction of `GL::GLContext` resulted in the destruction of `GPU::Driver` _before_ the destruction of the allocated textures, which in turn point to `GPU::Image` objects. Since the destruction of `GPU::Driver` unloads the shared library, we were trying to invoke non-existing code. Fix this by moving `m_driver` up in `GLContext` so that it's last in line for destruction.
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sideshowbarker
2024-07-17 06:54:38 +09:00
Author: https://github.com/gmta Commit: https://github.com/SerenityOS/serenity/commit/f6dfd77268 Pull-request: https://github.com/SerenityOS/serenity/pull/15267 Reviewed-by: https://github.com/bgianfo ✅ Reviewed-by: https://github.com/sunverwerth ✅
2 changed files with 10 additions and 6 deletions
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@ -21,11 +21,11 @@ __attribute__((visibility("hidden"))) GL::GLContext* g_gl_context;
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namespace GL {
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GLContext::GLContext(RefPtr<GPU::Driver> driver, NonnullOwnPtr<GPU::Device> device, Gfx::Bitmap& frontbuffer)
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: m_viewport { frontbuffer.rect() }
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, m_frontbuffer { frontbuffer }
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, m_driver { driver }
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: m_driver { driver }
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, m_rasterizer { move(device) }
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, m_device_info { m_rasterizer->info() }
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, m_viewport { frontbuffer.rect() }
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, m_frontbuffer { frontbuffer }
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{
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m_texture_units.resize(m_device_info.num_texture_units);
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m_active_texture_unit = &m_texture_units[0];
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@ -254,6 +254,13 @@ private:
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[[nodiscard]] bool should_append_to_listing() const { return m_current_listing_index.has_value(); }
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[[nodiscard]] bool should_execute_after_appending_to_listing() const { return m_current_listing_index.has_value() && m_current_listing_index->mode == GL_COMPILE_AND_EXECUTE; }
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// FIXME: we store GPU::Texture objects that do not point back to either the driver or device, so we need
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// to destruct the latter two at the very end. Fix this by making all GPU objects point back to
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// the device that created them, and the device back to the driver.
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RefPtr<GPU::Driver> m_driver;
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NonnullOwnPtr<GPU::Device> m_rasterizer;
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GPU::DeviceInfo const m_device_info;
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GLenum m_current_draw_mode;
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GLenum m_current_matrix_mode { GL_MODELVIEW };
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@ -374,9 +381,6 @@ private:
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return m_texture_coordinate_generation[texture_unit][capability - GL_TEXTURE_GEN_S];
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}
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RefPtr<GPU::Driver> m_driver;
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NonnullOwnPtr<GPU::Device> m_rasterizer;
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GPU::DeviceInfo const m_device_info;
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bool m_sampler_config_is_dirty { true };
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bool m_light_state_is_dirty { true };
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