From 8edb901724a8b22f244a26d787a6a0e1778c4eff Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Thu, 5 Sep 2024 19:48:33 -0700
Subject: [PATCH] Fixed crashes in Metal renderer due to ARC releasing
references on random memory in newly allocated structs
---
build-scripts/setup-gdk-desktop.py | 0
src/gpu/metal/SDL_gpu_metal.m | 66 +++++++++++++++---------------
2 files changed, 33 insertions(+), 33 deletions(-)
mode change 100644 => 100755 build-scripts/setup-gdk-desktop.py
diff --git a/build-scripts/setup-gdk-desktop.py b/build-scripts/setup-gdk-desktop.py
old mode 100644
new mode 100755
diff --git a/src/gpu/metal/SDL_gpu_metal.m b/src/gpu/metal/SDL_gpu_metal.m
index 84eb1513ae5f0..8bcc1f68a06ab 100644
--- a/src/gpu/metal/SDL_gpu_metal.m
+++ b/src/gpu/metal/SDL_gpu_metal.m
@@ -971,7 +971,7 @@ static void METAL_ReleaseGraphicsPipeline(
return NULL;
}
- pipeline = SDL_malloc(sizeof(MetalComputePipeline));
+ pipeline = SDL_calloc(1, sizeof(MetalComputePipeline));
pipeline->handle = handle;
pipeline->readOnlyStorageTextureCount = pipelineCreateInfo->readOnlyStorageTextureCount;
pipeline->writeOnlyStorageTextureCount = pipelineCreateInfo->writeOnlyStorageTextureCount;
@@ -1099,7 +1099,7 @@ static void METAL_ReleaseGraphicsPipeline(
return NULL;
}
- result = SDL_malloc(sizeof(MetalGraphicsPipeline));
+ result = SDL_calloc(1, sizeof(MetalGraphicsPipeline));
result->handle = pipelineState;
result->sampleMask = pipelineCreateInfo->multisampleState.sampleMask;
result->depthStencilState = depthStencilState;
@@ -1263,7 +1263,7 @@ static void METAL_PopDebugGroup(
return NULL;
}
- metalSampler = (MetalSampler *)SDL_malloc(sizeof(MetalSampler));
+ metalSampler = (MetalSampler *)SDL_calloc(1, sizeof(MetalSampler));
metalSampler->handle = sampler;
return (SDL_GPUSampler *)metalSampler;
}
@@ -1288,7 +1288,7 @@ static void METAL_PopDebugGroup(
return NULL;
}
- result = SDL_malloc(sizeof(MetalShader));
+ result = SDL_calloc(1, sizeof(MetalShader));
result->library = libraryFunction.library;
result->function = libraryFunction.function;
result->samplerCount = shaderCreateInfo->samplerCount;
@@ -1361,7 +1361,7 @@ static void METAL_PopDebugGroup(
}
}
- metalTexture = (MetalTexture *)SDL_malloc(sizeof(MetalTexture));
+ metalTexture = (MetalTexture *)SDL_calloc(1, sizeof(MetalTexture));
metalTexture->handle = texture;
metalTexture->msaaHandle = msaaTexture;
SDL_AtomicSet(&metalTexture->referenceCount, 0);
@@ -1398,14 +1398,14 @@ static bool METAL_SupportsSampleCount(
return NULL;
}
- container = SDL_malloc(sizeof(MetalTextureContainer));
+ container = SDL_calloc(1, sizeof(MetalTextureContainer));
container->canBeCycled = 1;
container->header.info = *textureCreateInfo;
container->activeTexture = texture;
container->textureCapacity = 1;
container->textureCount = 1;
- container->textures = SDL_malloc(
- container->textureCapacity * sizeof(MetalTexture *));
+ container->textures = SDL_calloc(
+ container->textureCapacity, sizeof(MetalTexture *));
container->textures[0] = texture;
container->debugName = NULL;
@@ -1470,7 +1470,7 @@ static bool METAL_SupportsSampleCount(
return NULL;
}
- metalBuffer = SDL_malloc(sizeof(MetalBuffer));
+ metalBuffer = SDL_calloc(1, sizeof(MetalBuffer));
metalBuffer->handle = bufferHandle;
SDL_AtomicSet(&metalBuffer->referenceCount, 0);
@@ -1484,14 +1484,14 @@ static bool METAL_SupportsSampleCount(
bool isPrivate,
bool isWriteOnly)
{
- MetalBufferContainer *container = SDL_malloc(sizeof(MetalBufferContainer));
+ MetalBufferContainer *container = SDL_calloc(1, sizeof(MetalBufferContainer));
MTLResourceOptions resourceOptions;
container->size = sizeInBytes;
container->bufferCapacity = 1;
container->bufferCount = 1;
- container->buffers = SDL_malloc(
- container->bufferCapacity * sizeof(MetalBuffer *));
+ container->buffers = SDL_calloc(
+ container->bufferCapacity, sizeof(MetalBuffer *));
container->isPrivate = isPrivate;
container->isWriteOnly = isWriteOnly;
container->debugName = NULL;
@@ -1557,7 +1557,7 @@ static bool METAL_SupportsSampleCount(
return NULL;
}
- uniformBuffer = SDL_malloc(sizeof(MetalUniformBuffer));
+ uniformBuffer = SDL_calloc(1, sizeof(MetalUniformBuffer));
uniformBuffer->handle = bufferHandle;
uniformBuffer->writeOffset = 0;
uniformBuffer->drawOffset = 0;
@@ -1906,19 +1906,19 @@ static void METAL_INTERNAL_AllocateCommandBuffers(
commandBuffer->windowDataCapacity = 1;
commandBuffer->windowDataCount = 0;
- commandBuffer->windowDatas = SDL_malloc(
- commandBuffer->windowDataCapacity * sizeof(MetalWindowData *));
+ commandBuffer->windowDatas = SDL_calloc(
+ commandBuffer->windowDataCapacity, sizeof(MetalWindowData *));
// Reference Counting
commandBuffer->usedBufferCapacity = 4;
commandBuffer->usedBufferCount = 0;
- commandBuffer->usedBuffers = SDL_malloc(
- commandBuffer->usedBufferCapacity * sizeof(MetalBuffer *));
+ commandBuffer->usedBuffers = SDL_calloc(
+ commandBuffer->usedBufferCapacity, sizeof(MetalBuffer *));
commandBuffer->usedTextureCapacity = 4;
commandBuffer->usedTextureCount = 0;
- commandBuffer->usedTextures = SDL_malloc(
- commandBuffer->usedTextureCapacity * sizeof(MetalTexture *));
+ commandBuffer->usedTextures = SDL_calloc(
+ commandBuffer->usedTextureCapacity, sizeof(MetalTexture *));
renderer->availableCommandBuffers[renderer->availableCommandBufferCount] = commandBuffer;
renderer->availableCommandBufferCount += 1;
@@ -1947,7 +1947,7 @@ static Uint8 METAL_INTERNAL_CreateFence(
{
MetalFence *fence;
- fence = SDL_malloc(sizeof(MetalFence));
+ fence = SDL_calloc(1, sizeof(MetalFence));
SDL_AtomicSet(&fence->complete, 0);
// Add it to the available pool
@@ -3794,8 +3794,8 @@ static void METAL_INTERNAL_InitBlitResources(
// Allocate the dynamic blit pipeline list
renderer->blitPipelineCapacity = 2;
renderer->blitPipelineCount = 0;
- renderer->blitPipelines = SDL_malloc(
- renderer->blitPipelineCapacity * sizeof(BlitPipelineCacheEntry));
+ renderer->blitPipelines = SDL_calloc(
+ renderer->blitPipelineCapacity, sizeof(BlitPipelineCacheEntry));
// Fullscreen vertex shader
SDL_zero(shaderModuleCreateInfo);
@@ -3980,14 +3980,14 @@ static void METAL_INTERNAL_DestroyBlitResources(
// Create fence pool
renderer->availableFenceCapacity = 2;
- renderer->availableFences = SDL_malloc(
- sizeof(MetalFence *) * renderer->availableFenceCapacity);
+ renderer->availableFences = SDL_calloc(
+ renderer->availableFenceCapacity, sizeof(MetalFence *));
// Create uniform buffer pool
renderer->uniformBufferPoolCapacity = 32;
renderer->uniformBufferPoolCount = 32;
- renderer->uniformBufferPool = SDL_malloc(
- renderer->uniformBufferPoolCapacity * sizeof(MetalUniformBuffer *));
+ renderer->uniformBufferPool = SDL_calloc(
+ renderer->uniformBufferPoolCapacity, sizeof(MetalUniformBuffer *));
for (Uint32 i = 0; i < renderer->uniformBufferPoolCount; i += 1) {
renderer->uniformBufferPool[i] = METAL_INTERNAL_CreateUniformBuffer(
@@ -3998,23 +3998,23 @@ static void METAL_INTERNAL_DestroyBlitResources(
// Create deferred destroy arrays
renderer->bufferContainersToDestroyCapacity = 2;
renderer->bufferContainersToDestroyCount = 0;
- renderer->bufferContainersToDestroy = SDL_malloc(
- renderer->bufferContainersToDestroyCapacity * sizeof(MetalBufferContainer *));
+ renderer->bufferContainersToDestroy = SDL_calloc(
+ renderer->bufferContainersToDestroyCapacity, sizeof(MetalBufferContainer *));
renderer->textureContainersToDestroyCapacity = 2;
renderer->textureContainersToDestroyCount = 0;
- renderer->textureContainersToDestroy = SDL_malloc(
- renderer->textureContainersToDestroyCapacity * sizeof(MetalTextureContainer *));
+ renderer->textureContainersToDestroy = SDL_calloc(
+ renderer->textureContainersToDestroyCapacity, sizeof(MetalTextureContainer *));
// Create claimed window list
renderer->claimedWindowCapacity = 1;
- renderer->claimedWindows = SDL_malloc(
- sizeof(MetalWindowData *) * renderer->claimedWindowCapacity);
+ renderer->claimedWindows = SDL_calloc(
+ renderer->claimedWindowCapacity, sizeof(MetalWindowData *));
// Initialize blit resources
METAL_INTERNAL_InitBlitResources(renderer);
- SDL_GPUDevice *result = SDL_malloc(sizeof(SDL_GPUDevice));
+ SDL_GPUDevice *result = SDL_calloc(1, sizeof(SDL_GPUDevice));
ASSIGN_DRIVER(METAL)
result->driverData = (SDL_GPURenderer *)renderer;
renderer->sdlGPUDevice = result;