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[Fix] (MG_Backend/DirectVulkan): a re-entrant cache lookup dangled the reference glShaderStorageBlockBinding then wrote through
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@@ -801,9 +801,18 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// already recorded the new binding on the program - which is what reseeds this cache
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// whenever it is rebuilt. Writing the entry here as well keeps an ALREADY-BUILT cache
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// (the common case: the very next draw reads it) from having to be thrown away.
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auto& cache = GetProgramResourceCache(*programObject);
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//
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// Resolve the index BEFORE taking the reference, and bounds-check the way the
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// sibling getter does. GetShaderStorageBlockIndex re-enters GetProgramResourceCache,
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// which indexes g_programResourceCaches and can therefore insert - and that map is
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// FastSTL's open-addressed unordered_map, whose rehash MOVES its buckets, so a
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// reference taken before the call is left dangling. Binding a program's storage block
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// while another program's entry was still absent from the cache was a reproducible
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// segfault (ProgramPipelineScenario's two storage-block cases, in one process).
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const GLuint blockIndex = GetShaderStorageBlockIndex(*programObject, storageBlockName);
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if (blockIndex == GL_INVALID_INDEX) return;
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auto& cache = GetProgramResourceCache(*programObject);
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if (blockIndex >= cache.storageBlocks.size()) return;
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cache.storageBlocks[blockIndex].binding = storageBlockBinding;
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}
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void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels) {
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