From: Jiyoun Park <jy0703.park@samsung.com>

Subject: [E-devel] [Patch] evas gl engine's texture creation

Hello. 

1. _pool_tex_dynamic_new function, it didn’t set pt to NULL when secsym_eglCreateImage function failed.
In this case, it returns wrong pt pointer and it has possibility to make crash.
So I add free pt code and return NULL code into _pool_tex_dynamic_new function.

2. I modified eng_image_data_get of gl engine.

If Evas_GL_Image's texture creation failed and evas_gl_image's cache image was droped, 
Im->im can be NULL. So I add check code. 
Example: evas_gl_common_image_content_hint_set
     1) EVAS_IMAGE_CONTENT_HINT_DYNAMIC , it drop cache image
     2) if evas_gl_common_texture_dynamic_new failed
     3) then, im->im =NULL, im->tex=NULL
        In this situation, if application call's evas_object_image_data_get function, 
It make crash in evas_cache_image_load_data function.

3. I think function's related with evas_object's engine data have to be return NULL if it failed.
If function's returns null, evas object code can handle error more easily.  
But evas object's code was implemented differently each case. Does my suggestion right?
I add engine data null check code to evas_object_image based on upper consumtion.
If it is wrong , the patch code related with evas object image have to be removed.
If it is right , I will survey other evas object type also.  



SVN revision: 62775
This commit is contained in:
Jiyoun Park 2011-08-25 04:48:45 +00:00 committed by Carsten Haitzler
parent 73aa354e05
commit 4b59fd460e
3 changed files with 42 additions and 51 deletions

View File

@ -965,6 +965,10 @@ evas_object_image_data_get(const Evas_Object *obj, Eina_Bool for_writing)
for_writing,
&data,
&o->load_error);
/* if we fail to get engine_data, we have to return NULL */
if (!o->engine_data) return NULL;
if (o->engine_data)
{
int stride = 0;

View File

@ -524,73 +524,37 @@ _pool_tex_dynamic_new(Evas_Engine_GL_Context *gc, int w, int h, int intformat, i
0, attr);
if (!pt->dyn.img)
{
glBindTexture(GL_TEXTURE_2D, 0);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
return pt;
glDeleteTextures(1, &(pt->texture));
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
free(pt);
return NULL;
}
if (secsym_eglGetImageAttribSEC(egldisplay,
pt->dyn.img,
EGL_MAP_GL_TEXTURE_WIDTH_SEC,
&(pt->dyn.w)) != EGL_TRUE)
{
secsym_eglDestroyImage(egldisplay, pt->dyn.img);
pt->dyn.img = NULL;
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
return pt;
}
&(pt->dyn.w)) != EGL_TRUE) goto error;
if (secsym_eglGetImageAttribSEC(egldisplay,
pt->dyn.img,
EGL_MAP_GL_TEXTURE_HEIGHT_SEC,
&(pt->dyn.h)) != EGL_TRUE)
{
secsym_eglDestroyImage(egldisplay, pt->dyn.img);
pt->dyn.img = NULL;
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
return pt;
}
&(pt->dyn.h)) != EGL_TRUE) goto error;
if (secsym_eglGetImageAttribSEC(egldisplay,
pt->dyn.img,
EGL_MAP_GL_TEXTURE_STRIDE_IN_BYTES_SEC,
&(pt->dyn.stride)) != EGL_TRUE)
{
secsym_eglDestroyImage(egldisplay, pt->dyn.img);
pt->dyn.img = NULL;
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
return pt;
}
&(pt->dyn.stride)) != EGL_TRUE) goto error;
if (secsym_eglGetImageAttribSEC(egldisplay,
pt->dyn.img,
EGL_MAP_GL_TEXTURE_FORMAT_SEC,
&(fmt)) != EGL_TRUE)
{
secsym_eglDestroyImage(egldisplay, pt->dyn.img);
pt->dyn.img = NULL;
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
return pt;
}
if (fmt != EGL_MAP_GL_TEXTURE_RGBA_SEC)
{
secsym_eglDestroyImage(egldisplay, pt->dyn.img);
pt->dyn.img = NULL;
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
return pt;
}
&(fmt)) != EGL_TRUE) goto error;
if (fmt != EGL_MAP_GL_TEXTURE_RGBA_SEC) goto error;
if (secsym_eglGetImageAttribSEC(egldisplay,
pt->dyn.img,
EGL_MAP_GL_TEXTURE_PIXEL_TYPE_SEC,
&(pixtype)) != EGL_TRUE)
{
secsym_eglDestroyImage(egldisplay, pt->dyn.img);
pt->dyn.img = NULL;
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
return pt;
}
if (pixtype != EGL_MAP_GL_TEXTURE_UNSIGNED_BYTE_SEC)
{
secsym_eglDestroyImage(egldisplay, pt->dyn.img);
pt->dyn.img = NULL;
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
return pt;
}
&(pixtype)) != EGL_TRUE) goto error;
if (pixtype != EGL_MAP_GL_TEXTURE_UNSIGNED_BYTE_SEC) goto error;
glBindTexture(GL_TEXTURE_2D, gc->pipe[0].shader.cur_tex);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
@ -602,6 +566,19 @@ _pool_tex_dynamic_new(Evas_Engine_GL_Context *gc, int w, int h, int intformat, i
format = 0;
#endif
return pt;
/* ERROR HANDLING */
error:
secsym_eglDestroyImage(egldisplay, pt->dyn.img);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
pt->dyn.img = NULL;
glBindTexture(GL_TEXTURE_2D, 0);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glDeleteTextures(1, &(pt->texture));
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
free(pt);
return NULL;
}
void

View File

@ -1797,6 +1797,16 @@ eng_image_data_get(void *data, void *image, int to_write, DATA32 **image_data, i
eng_window_use(re->win);
#endif
/* Engine can be fail to create texture after cache drop like eng_image_content_hint_set function,
so it is need to add code which check im->im's NULL value*/
if (!im->im)
{
*image_data = NULL;
if (err) *err = EVAS_LOAD_ERROR_RESOURCE_ALLOCATION_FAILED;
return NULL;
}
error = evas_cache_image_load_data(&im->im->cache_entry);
switch (im->cs.space)
{
@ -1816,7 +1826,7 @@ eng_image_data_get(void *data, void *image, int to_write, DATA32 **image_data, i
{
*image_data = NULL;
if (err) *err = EVAS_LOAD_ERROR_RESOURCE_ALLOCATION_FAILED;
return im;
return NULL;
}
evas_gl_common_image_free(im);
im = im_new;