When calling glGetnTexImage, glGetnCompressedTexImage, or
glCompressedTexSubImage*D and the data pointer is updated with the
per-slice offset but as bufSize value the full length of the
buffer was given, which can result in a crash of qemu when the buffer
size was not evaluated correctly.
Vor cubemaps instead of passing the size of the whole buffer pass the
size of the slice to make sure that glGetnTexImage doesn't write to
unallocated memory.
v2: Correct handling for 3D textures that are read as one big chunk
vs. cubemaps that are read slice-by-slice (Gurchetan Singh)
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Signed-off-by: Jakob Bornecrantz <jakob@collabora.com>
macos/master
Gert Wollny6 years agocommitted byJakob Bornecrantz