Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly uninitialized data structure if loading the library first failed. A later try to use EGL then skipped initialization and assumed it was previously successful because the data structure now already existed. This led to at least one crash in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was dereferenced to make a call to eglBindAPI().
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1 changed files with 5 additions and 0 deletions
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@ -72,6 +72,7 @@
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_this->egl_data->NAME = SDL_LoadFunction(_this->egl_data->dll_handle, #NAME); \
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if (!_this->egl_data->NAME) \
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{ \
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SDL_EGL_UnloadLibrary(_this); \
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return SDL_SetError("Could not retrieve EGL function " #NAME); \
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}
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@ -219,6 +220,7 @@ SDL_EGL_LoadLibrary(_THIS, const char *egl_path, NativeDisplayType native_displa
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_this->egl_data->egl_dll_handle = egl_dll_handle;
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if (egl_dll_handle == NULL) {
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SDL_EGL_UnloadLibrary(_this);
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return SDL_SetError("Could not initialize OpenGL / GLES library");
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}
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@ -240,6 +242,7 @@ SDL_EGL_LoadLibrary(_THIS, const char *egl_path, NativeDisplayType native_displa
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if (dll_handle != NULL) {
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SDL_UnloadObject(dll_handle);
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}
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SDL_EGL_UnloadLibrary(_this);
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return SDL_SetError("Could not load EGL library");
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}
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SDL_ClearError();
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@ -269,10 +272,12 @@ SDL_EGL_LoadLibrary(_THIS, const char *egl_path, NativeDisplayType native_displa
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#if !defined(__WINRT__)
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_this->egl_data->egl_display = _this->egl_data->eglGetDisplay(native_display);
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if (!_this->egl_data->egl_display) {
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SDL_EGL_UnloadLibrary(_this);
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return SDL_SetError("Could not get EGL display");
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}
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if (_this->egl_data->eglInitialize(_this->egl_data->egl_display, NULL, NULL) != EGL_TRUE) {
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SDL_EGL_UnloadLibrary(_this);
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return SDL_SetError("Could not initialize EGL");
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}
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#endif
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