On 24 August 2016 at 08:48, Stencel, Joanna <joanna.sten...@intel.com> wrote: > I couldn't find any clear requirement about order of destroys in EGL (or > wayland) specification. > Also, in EGL spec (3.7.3, about eglMakeCurrent) one can find: > > " If a native window underlying either draw or read is no longer valid, an > EGL_BAD_NATIVE_WINDOW error is generated." > "If a native window or pixmap underlying the draw or read surfaces is > destroyed, rendering and readback are handled as above." > > So it seems that in general destroying native window underlying existing > surface can be a case > and should be handled. > I agree that it's reasonable to call eglDestroySurface() first and probably > most people do this. > However, I think that different user's usage shouldn't cause a crash (or > memory issues). > Completely agree - crashing (esp in the driver) isn't what we want. Seems like we don't handle the case you mentioned. Care to spin a patch ?
> Could you explain what you call a memory leak here? Pointer which is > nullified points to already > free'd structure of wayland window. > Hmm you're right - it's the EGL implementation's back pointer that gets nullified and not the original one used by the wayland-egl (as I originally thought). With that said, I've rebased the patch on top of master added the tags and pushed to master. Thanks for the contribution ! Emil _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev