DescriptionFix a subtle race condition in the texture code: in the bilinear and bicubic sampling code, the case where all samples lie on the same tile wasn't stashing the reference-counted tile pointer in a safe place for the duration of time that it would be potentially reading texel values out of the tile.
It was not symptomatic, and I think it would take a rare circumstance to fail -- basically, the whole tile cache would need to be cycled through between the time it left the block with the ref-counted tile and the time it finished using the pointers to the texels within the tile, thus freeing the tile and invalidating the memory.
Just something I noticed hunting a different bug and thought I should plug the hole.
Patch Set 1 #
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