[client] egl: perform full copy for framebuffer textures after resize

This prevents the code from using damage rectangles that are no longer on the
screen, causing an out-of-bounds write.
This commit is contained in:
Quantum 2021-08-09 23:37:02 -04:00 committed by Geoffrey McRae
parent 230ce81eb8
commit 3b751a2017

View file

@ -68,6 +68,17 @@ void egl_texFBFree(EGL_Texture * texture)
free(this);
}
bool egl_texFBSetup(EGL_Texture * texture, const EGL_TexSetup * setup)
{
TextureBuffer * parent = UPCAST(TextureBuffer, texture);
TexFB * this = UPCAST(TexFB , parent );
for (int i = 0; i < EGL_TEX_BUFFER_MAX; ++i)
this->damage[i].count = -1;
return egl_texBufferStreamSetup(texture, setup);
}
static bool egl_texFBUpdate(EGL_Texture * texture, const EGL_TexUpdate * update)
{
TextureBuffer * parent = UPCAST(TextureBuffer, texture);
@ -134,7 +145,7 @@ EGL_TextureOps EGL_TextureFrameBuffer =
{
.init = egl_texFBInit,
.free = egl_texFBFree,
.setup = egl_texBufferStreamSetup,
.setup = egl_texFBSetup,
.update = egl_texFBUpdate,
.process = egl_texBufferStreamProcess,
.get = egl_texBufferStreamGet