diff options
author | Jesse Buhagiar <jooster669@gmail.com> | 2021-04-24 02:21:13 +1000 |
---|---|---|
committer | Andreas Kling <kling@serenityos.org> | 2021-05-08 10:13:22 +0200 |
commit | 55b3ecfbd3b5d3dc363c3e72aeb3d9183b575b22 (patch) | |
tree | a25c4a8046975af7594b3dabd3b1505212ff4824 /Userland/Libraries/LibGL/SoftwareGLContext.cpp | |
parent | 1959efe063b4d29300e88d411e46bef02afdca43 (diff) | |
download | serenity-55b3ecfbd3b5d3dc363c3e72aeb3d9183b575b22.zip |
LibGL: Check for matrix stack over/underflow
We now correctly set the gloabl error if we detect that
a matrix stack overflow will occur in `glPushMatrix` or
`glPopMatrix`
Diffstat (limited to 'Userland/Libraries/LibGL/SoftwareGLContext.cpp')
-rw-r--r-- | Userland/Libraries/LibGL/SoftwareGLContext.cpp | 19 |
1 files changed, 19 insertions, 0 deletions
diff --git a/Userland/Libraries/LibGL/SoftwareGLContext.cpp b/Userland/Libraries/LibGL/SoftwareGLContext.cpp index 9ee041f490..c6b54c40ef 100644 --- a/Userland/Libraries/LibGL/SoftwareGLContext.cpp +++ b/Userland/Libraries/LibGL/SoftwareGLContext.cpp @@ -48,6 +48,9 @@ enum ClippingPlane { FAR = 5 }; +// FIXME: We should set this up when we create the context! +static constexpr size_t MATRIX_STACK_LIMIT = 1024; + // FIXME: Change this to accept a vertex! // Determines whether or not a vertex is inside the frustum for a given plane static bool vert_inside_plane(const FloatVector4& vec, ClippingPlane plane) @@ -518,9 +521,17 @@ void SoftwareGLContext::gl_push_matrix() switch (m_current_matrix_mode) { case GL_PROJECTION: + if (m_projection_matrix_stack.size() >= MATRIX_STACK_LIMIT) { + m_error = GL_STACK_OVERFLOW; + return; + } m_projection_matrix_stack.append(m_projection_matrix); break; case GL_MODELVIEW: + if (m_model_view_matrix_stack.size() >= MATRIX_STACK_LIMIT) { + m_error = GL_STACK_OVERFLOW; + return; + } m_model_view_matrix_stack.append(m_model_view_matrix); break; default: @@ -543,9 +554,17 @@ void SoftwareGLContext::gl_pop_matrix() // FIXME: Make sure stack::top() doesn't cause any nasty issues if it's empty (that could result in a lockup/hang) switch (m_current_matrix_mode) { case GL_PROJECTION: + if (m_projection_matrix_stack.size() == 0) { + m_error = GL_STACK_UNDERFLOW; + return; + } m_projection_matrix = m_projection_matrix_stack.take_last(); break; case GL_MODELVIEW: + if (m_model_view_matrix_stack.size() == 0) { + m_error = GL_STACK_UNDERFLOW; + return; + } m_model_view_matrix = m_model_view_matrix_stack.take_last(); break; default: |