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Initializing a context after another one has been released may cause two contexts to share the same state, leading to crashes after one of the remaining contexts is also released. I've observed the following sequence of events:
initialize(0x1)
initialize(0x2)
s_bindings = {0x1 => 0, 0x2 => 1}
s_maxPos = 1
releaseContext(0x1)
s_bindings = {0x2 => 1}
initialize(0x3)
pos = s_bindings.size() --> 1, expected 2 (s_maxPos() + 1) or 0 (reusing the previously released slot)
s_bindings = {0x2 => 1, 0x3 => 1} --> BUG: both contexts share the same state!
releaseContext(0x2)
s_maxPos = 0 --> BUG: context 0x3's state is released!
s_bindings = {0x3 => 1}
later when using context 0x3:
assertion failed: AbstractFunction::maxPos() >= pos
(glbinding v3.1.0 from vcpkg - relevant code appears unchanged in v3.3)
The text was updated successfully, but these errors were encountered:
cfillion
changed the title
Context state overlap when initialilizing/releasing multiple contexts
Context state overlap when initializing/releasing multiple contexts
Mar 10, 2023
cfillion
added a commit
to cfillion/reaimgui
that referenced
this issue
Mar 11, 2023
glbindings has a fatal bug when initializing and releasing multiple contexts (cginternals/glbinding#343)
+ it adds an excessive 1.4MB to the size of release builds
Initializing a context after another one has been released may cause two contexts to share the same state, leading to crashes after one of the remaining contexts is also released. I've observed the following sequence of events:
(glbinding v3.1.0 from vcpkg - relevant code appears unchanged in v3.3)
The text was updated successfully, but these errors were encountered: