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LibGL: Prevent segfault due to texture destruction
Destruction of `GL::GLContext` resulted in the destruction of `GPU::Driver` _before_ the destruction of the allocated textures, which in turn point to `GPU::Image` objects. Since the destruction of `GPU::Driver` unloads the shared library, we were trying to invoke non-existing code. Fix this by moving `m_driver` up in `GLContext` so that it's last in line for destruction.
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f6dfd77268
Notes:
sideshowbarker
2024-07-17 06:54:38 +09:00
Author: https://github.com/gmta
Commit: f6dfd77268
Pull-request: https://github.com/SerenityOS/serenity/pull/15267
Reviewed-by: https://github.com/bgianfo ✅
Reviewed-by: https://github.com/sunverwerth ✅
2 changed files with 10 additions and 6 deletions
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@ -21,11 +21,11 @@ __attribute__((visibility("hidden"))) GL::GLContext* g_gl_context;
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namespace GL {
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GLContext::GLContext(RefPtr<GPU::Driver> driver, NonnullOwnPtr<GPU::Device> device, Gfx::Bitmap& frontbuffer)
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: m_viewport { frontbuffer.rect() }
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, m_frontbuffer { frontbuffer }
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, m_driver { driver }
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: m_driver { driver }
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, m_rasterizer { move(device) }
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, m_device_info { m_rasterizer->info() }
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, m_viewport { frontbuffer.rect() }
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, m_frontbuffer { frontbuffer }
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{
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m_texture_units.resize(m_device_info.num_texture_units);
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m_active_texture_unit = &m_texture_units[0];
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