On 06/19/2014 05:24 AM, Juha-Pekka Heikkila wrote:
> Check calloc return value while adding build-in functions.
>
> Signed-off-by: Juha-Pekka Heikkila
> ---
> src/glsl/linker.cpp | 6 ++
> 1 file changed, 6 insertions(+)
>
> diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
> index 247c828..1fc0213 100644
> --- a/src/glsl/linker.cpp
> +++ b/src/glsl/linker.cpp
> @@ -1593,6 +1593,12 @@ link_intrastage_shaders(void *mem_ctx,
> */
>gl_shader **linking_shaders = (gl_shader **)
> calloc(num_shaders + 1, sizeof(gl_shader *));
> +
> + if (linking_shaders == NULL) {
> + _mesa_error_no_memory(__func__);
> + ctx->Driver.DeleteShader(ctx, linked);
> + return NULL;
Rather than duplicate the error path code, it seems like you could set
ok to false. Something like:
gl_shader **linking_shaders = (gl_shader **)
calloc(num_shaders + 1, sizeof(gl_shader *));
ok = linking_shader != NULL;
if (ok) {
memcpy(linking_shaders, shader_list, num_shaders * sizeof(gl_shader
*));
linking_shaders[num_shaders] =
_mesa_glsl_get_builtin_function_shader();
ok = link_function_calls(prog, linked, linking_shaders, num_shaders +
1);
free(linking_shaders);
}
> + }
>memcpy(linking_shaders, shader_list, num_shaders * sizeof(gl_shader
> *));
>linking_shaders[num_shaders] =
> _mesa_glsl_get_builtin_function_shader();
>
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