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| author | 2011-11-13 20:50:07 -0800 | |
|---|---|---|
| committer | 2011-11-14 17:40:21 -0800 | |
| commit | f0480de37492597a5c5cf1e6f8346f1467e3a552 (patch) | |
| tree | c9fb4d4e259a3dda1e4047ca01b3edf8a37edcfe /libs/utils/CallStack.cpp | |
| parent | 7cd230c508aa0935068020726685c66498be0e64 (diff) | |
fix crash when validating an invalid EGL objects
the code that validated EGL objects dereferenced the object
to access its EGLDisplay -- needed for validation (!).
This was wrong for two reasons, first we dereferenced the object
before validating it (potentially leading to a crash), secondly
we didn't validate that the object existed in the right EGLDisplay.
We now use the EGLDisplay passed by the user API.
Change-Id: I66f9e851d4f8507892a6b1fee3065f124c4e7138
Diffstat (limited to 'libs/utils/CallStack.cpp')
0 files changed, 0 insertions, 0 deletions