Add test that Cogl doesn't crash when freeing unallocated texture

It looks like Cogl doesn't currently clean up an unallocated atlas
texture properly so if it fails to allocate it. It will then crash
when it is freed. This adds a conformance test to verify that all of
the various texture types can be freed without allocating them.

Reviewed-by: Robert Bragg <robert@linux.intel.com>

(cherry picked from commit bfada22d9a7f60baad5ae5615e45f10327e23e36)
This commit is contained in:
Neil Roberts 2013-06-11 15:57:37 +01:00
parent e6fb1fb433
commit 49a30eecfb
3 changed files with 83 additions and 0 deletions

View File

@ -65,6 +65,7 @@ test_sources = \
test-primitive-and-journal.c \
test-copy-replace-texture.c \
test-pipeline-cache-unrefs-texture.c \
test-texture-no-allocate.c \
$(NULL)
if !USING_EMSCRIPTEN

View File

@ -138,6 +138,8 @@ main (int argc, char **argv)
ADD_TEST (test_fence, TEST_REQUIREMENT_FENCE, 0);
ADD_TEST (test_texture_no_allocate, 0, TEST_KNOWN_FAILURE);
g_printerr ("Unknown test name \"%s\"\n", argv[1]);
return 1;

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@ -0,0 +1,80 @@
#include <cogl/cogl.h>
#include "test-utils.h"
/* Tests that the various texture types can be freed without being
* allocated */
/* Texture size that is probably to big to fit within the texture
* limits */
#define BIG_TEX_WIDTH 16384
#define BIG_TEX_HEIGHT 128
void
test_texture_no_allocate (void)
{
uint8_t *tex_data;
CoglTexture *texture;
CoglTexture2D *texture_2d;
tex_data = g_malloc (BIG_TEX_WIDTH * BIG_TEX_HEIGHT * 4);
/* NB: if we make the atlas and sliced texture APIs public then this
* could changed to explicitly use that instead of the magic texture
* API */
/* Try to create an atlas texture that is too big so it will
* internally be freed without allocating */
texture = cogl_texture_new_from_data (BIG_TEX_WIDTH,
BIG_TEX_HEIGHT,
COGL_TEXTURE_NONE, /* flags */
/* format */
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
/* internal format */
COGL_PIXEL_FORMAT_ANY,
/* rowstride */
BIG_TEX_WIDTH * 4,
tex_data);
g_free (tex_data);
/* It's ok if this causes an error, we just don't want it to
* crash */
if (texture)
cogl_object_unref (texture);
/* Try to create a sliced texture without allocating it */
texture = cogl_texture_new_with_size (BIG_TEX_WIDTH,
BIG_TEX_HEIGHT,
COGL_TEXTURE_NO_ATLAS,
COGL_PIXEL_FORMAT_RGBA_8888_PRE);
cogl_object_unref (texture);
/* 2D texture */
texture_2d = cogl_texture_2d_new_with_size (test_ctx,
64, 64,
COGL_PIXEL_FORMAT_RGBA_8888_PRE);
cogl_object_unref (texture_2d);
/* 3D texture */
if (cogl_has_feature (test_ctx, COGL_FEATURE_ID_TEXTURE_3D))
{
CoglTexture3D *texture_3d =
cogl_texture_3d_new_with_size (test_ctx,
64, 64, 64,
COGL_PIXEL_FORMAT_RGBA_8888_PRE);
cogl_object_unref (texture_3d);
}
/* Rectangle texture */
if (cogl_has_feature (test_ctx, COGL_FEATURE_ID_TEXTURE_RECTANGLE))
{
CoglTextureRectangle *texture_rect =
cogl_texture_rectangle_new_with_size (test_ctx,
64, 64,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
NULL /* error */);
cogl_object_unref (texture_rect);
}
}