A dangling bo object would result in memory corruption while loading a level in ioquake3_opengl2.
Fixes a problem introduced in 330d0607ed60fd3edca192e54b4246310f06652f. Fix suggested by Lucas Stach. Signed-off-by: Wladimir J. van der Laan <laa...@gmail.com> --- src/gallium/drivers/etnaviv/etnaviv_context.c | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/src/gallium/drivers/etnaviv/etnaviv_context.c b/src/gallium/drivers/etnaviv/etnaviv_context.c index e759095..3437906 100644 --- a/src/gallium/drivers/etnaviv/etnaviv_context.c +++ b/src/gallium/drivers/etnaviv/etnaviv_context.c @@ -198,6 +198,12 @@ etna_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info) BUG("Unsupported or no index buffer"); return; } + } else { + ctx->index_buffer.FE_INDEX_STREAM_BASE_ADDR.bo = 0; + ctx->index_buffer.FE_INDEX_STREAM_BASE_ADDR.offset = 0; + ctx->index_buffer.FE_INDEX_STREAM_BASE_ADDR.flags = 0; + ctx->index_buffer.FE_INDEX_STREAM_CONTROL = 0; + ctx->dirty |= ETNA_DIRTY_INDEX_BUFFER; } struct etna_shader_key key = {}; -- 2.7.4 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev