Hash :
901b379f
Author :
Date :
2016-05-26T09:20:40
Fix use-after-free when deleting share contexts. The pattern of gen context, share context, free context, then allocate a shared GL object in the second context would cause a use-after-free of the ContextImpl as a GLFactory. Fix this by passing the factory as a parameter to the resource manager allocation methods instead of storing the factory pointer. This allows the same ResourceManager to work with separate Context implementations, which will work with non-virtual contexts. BUG=612931 Change-Id: Ifceeb893bebd072f318963d935ff9d17181f5305 Reviewed-on: https://chromium-review.googlesource.com/347463 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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//
// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ResourceManager.h : Defines the ResourceManager class, which tracks objects
// shared by multiple GL contexts.
#ifndef LIBANGLE_RESOURCEMANAGER_H_
#define LIBANGLE_RESOURCEMANAGER_H_
#include "angle_gl.h"
#include "common/angleutils.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/HandleAllocator.h"
namespace rx
{
class GLImplFactory;
}
namespace gl
{
class Buffer;
class FenceSync;
struct Limitations;
class Program;
class Renderbuffer;
class Sampler;
class Shader;
class Texture;
class ResourceManager : angle::NonCopyable
{
public:
ResourceManager();
~ResourceManager();
void addRef();
void release();
GLuint createBuffer();
GLuint createShader(rx::GLImplFactory *factory,
const gl::Limitations &rendererLimitations,
GLenum type);
GLuint createProgram(rx::GLImplFactory *factory);
GLuint createTexture();
GLuint createRenderbuffer();
GLuint createSampler();
GLuint createFenceSync(rx::GLImplFactory *factory);
void deleteBuffer(GLuint buffer);
void deleteShader(GLuint shader);
void deleteProgram(GLuint program);
void deleteTexture(GLuint texture);
void deleteRenderbuffer(GLuint renderbuffer);
void deleteSampler(GLuint sampler);
void deleteFenceSync(GLuint fenceSync);
Buffer *getBuffer(GLuint handle);
Shader *getShader(GLuint handle);
Program *getProgram(GLuint handle) const;
Texture *getTexture(GLuint handle);
Renderbuffer *getRenderbuffer(GLuint handle);
Sampler *getSampler(GLuint handle);
FenceSync *getFenceSync(GLuint handle);
void setRenderbuffer(GLuint handle, Renderbuffer *renderbuffer);
Buffer *checkBufferAllocation(rx::GLImplFactory *factory, GLuint handle);
Texture *checkTextureAllocation(rx::GLImplFactory *factory, GLuint handle, GLenum type);
Renderbuffer *checkRenderbufferAllocation(rx::GLImplFactory *factory, GLuint handle);
Sampler *checkSamplerAllocation(rx::GLImplFactory *factory, GLuint samplerHandle);
bool isSampler(GLuint sampler);
private:
void createTextureInternal(GLuint handle);
;
std::size_t mRefCount;
ResourceMap<Buffer> mBufferMap;
HandleAllocator mBufferHandleAllocator;
ResourceMap<Shader> mShaderMap;
ResourceMap<Program> mProgramMap;
HandleAllocator mProgramShaderHandleAllocator;
ResourceMap<Texture> mTextureMap;
HandleAllocator mTextureHandleAllocator;
ResourceMap<Renderbuffer> mRenderbufferMap;
HandleAllocator mRenderbufferHandleAllocator;
ResourceMap<Sampler> mSamplerMap;
HandleAllocator mSamplerHandleAllocator;
ResourceMap<FenceSync> mFenceSyncMap;
HandleAllocator mFenceSyncHandleAllocator;
};
} // namespace gl
#endif // LIBANGLE_RESOURCEMANAGER_H_