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) 2016 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.
//
// EGLContextSharingTest.cpp:
// Tests relating to shared Contexts.
#include <gtest/gtest.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include "test_utils/ANGLETest.h"
#include "test_utils/angle_test_configs.h"
using namespace angle;
namespace
{
EGLBoolean SafeDestroyContext(EGLDisplay display, EGLContext &context)
{
EGLBoolean result = EGL_TRUE;
if (context != EGL_NO_CONTEXT)
{
result = eglDestroyContext(display, context);
context = EGL_NO_CONTEXT;
}
return result;
}
class EGLContextSharingTest : public ANGLETest
{
public:
EGLContextSharingTest() : mContexts{EGL_NO_CONTEXT, EGL_NO_CONTEXT}, mTexture(0) {}
void TearDown() override
{
glDeleteTextures(1, &mTexture);
EGLDisplay display = getEGLWindow()->getDisplay();
if (display != EGL_NO_DISPLAY)
{
for (auto &context : mContexts)
{
SafeDestroyContext(display, context);
}
}
ANGLETest::TearDown();
}
EGLContext mContexts[2];
GLuint mTexture;
};
// Tests that creating resources works after freeing the share context.
TEST_P(EGLContextSharingTest, BindTextureAfterShareContextFree)
{
EGLDisplay display = getEGLWindow()->getDisplay();
EGLConfig config = getEGLWindow()->getConfig();
EGLSurface surface = getEGLWindow()->getSurface();
const EGLint contextAttribs[] = {EGL_CONTEXT_CLIENT_VERSION,
getEGLWindow()->getClientMajorVersion(), EGL_NONE};
mContexts[0] = eglCreateContext(display, config, nullptr, contextAttribs);
ASSERT_EGL_SUCCESS();
ASSERT_TRUE(mContexts[0] != EGL_NO_CONTEXT);
mContexts[1] = eglCreateContext(display, config, mContexts[1], contextAttribs);
ASSERT_EGL_SUCCESS();
ASSERT_TRUE(mContexts[1] != EGL_NO_CONTEXT);
ASSERT_EGL_TRUE(SafeDestroyContext(display, mContexts[0]));
ASSERT_EGL_TRUE(eglMakeCurrent(display, surface, surface, mContexts[1]));
ASSERT_EGL_SUCCESS();
glGenTextures(1, &mTexture);
glBindTexture(GL_TEXTURE_2D, mTexture);
ASSERT_GL_NO_ERROR();
}
} // anonymous namespace
ANGLE_INSTANTIATE_TEST(EGLContextSharingTest, ES2_D3D9(), ES2_D3D11(), ES2_OPENGL());