On Fri, Sep 29, 2023 at 04:17:54AM -0600, Anthony J. Bentley wrote:
> volker's recent commit to widelands didn't fix the crash I'm seeing.
> That makes sense, because we compared backtraces and the crash he saw
> was totally different.
>
> Backporting this patch (labeled as "for Mesa 23.x") fixes my crash.
>
> ok?
Tested on my Intel Tigerlake iGPU system and still works, so ok thfr@
> Index: Makefile
> ===================================================================
> RCS file: /cvs/ports/games/widelands/Makefile,v
> retrieving revision 1.38
> diff -u -p -r1.38 Makefile
> --- Makefile 28 Sep 2023 20:50:51 -0000 1.38
> +++ Makefile 29 Sep 2023 09:51:01 -0000
> @@ -3,7 +3,7 @@ COMMENT = economic and military simulati
> GH_ACCOUNT = widelands
> GH_PROJECT = widelands
> GH_TAGNAME = v1.0
> -REVISION = 2
> +REVISION = 3
>
> CATEGORIES = games
>
> Index: patches/patch-src_graphic_texture_cc
> ===================================================================
> RCS file: patches/patch-src_graphic_texture_cc
> diff -N patches/patch-src_graphic_texture_cc
> --- /dev/null 1 Jan 1970 00:00:00 -0000
> +++ patches/patch-src_graphic_texture_cc 29 Sep 2023 09:51:01 -0000
> @@ -0,0 +1,39 @@
> +Backport Mesa 23.x fix from upstream.
> +https://github.com/widelands/widelands/commit/48e5fd48c3f6418ebb53a145177d0417dc96451b
> +
> +Index: src/graphic/texture.cc
> +--- src/graphic/texture.cc.orig
> ++++ src/graphic/texture.cc
> +@@ -116,9 +116,11 @@ Texture::Texture(SDL_Surface* surface, bool intensity)
> + uint8_t bpp = surface->format->BytesPerPixel;
> +
> + if (surface->format->palette || width() != surface->w || height() != surface->h ||
> +- (bpp != 3 && bpp != 4) || is_bgr_surface(*surface->format)) {
> ++ (bpp != 4) || is_bgr_surface(*surface->format)) {
> + SDL_Surface* converted = empty_sdl_surface(width(), height());
> +- assert(converted);
> ++ if (converted == nullptr) {
> ++ throw wexception("Failed to create SDL_Surface");
> ++ }
> + SDL_SetSurfaceAlphaMod(converted, SDL_ALPHA_OPAQUE);
> + SDL_SetSurfaceBlendMode(converted, SDL_BLENDMODE_NONE);
> + SDL_SetSurfaceAlphaMod(surface, SDL_ALPHA_OPAQUE);
> +@@ -127,16 +129,15 @@ Texture::Texture(SDL_Surface* surface, bool intensity)
> + SDL_FreeSurface(surface);
> + surface = converted;
> + bpp = surface->format->BytesPerPixel;
> ++ assert(bpp == 4);
> + }
> +
> +- const GLenum pixels_format = bpp == 4 ? GL_RGBA : GL_RGB;
> +-
> + SDL_LockSurface(surface);
> +
> + Gl::swap_rows(width(), height(), surface->pitch, bpp, static_cast<uint8_t*>(surface->pixels));
> +
> + glTexImage2D(GL_TEXTURE_2D, 0, static_cast<GLint>(intensity ? GL_INTENSITY : GL_RGBA), width(),
> +- height(), 0, pixels_format, GL_UNSIGNED_BYTE, surface->pixels);
> ++ height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels);
> +
> + SDL_UnlockSurface(surface);
> + SDL_FreeSurface(surface);
>
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