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<dl class="meta">
<dt>Revision</dt> <dd><a href="http://trac.webkit.org/projects/webkit/changeset/189580">189580</a></dd>
<dt>Author</dt> <dd>commit-queue@webkit.org</dd>
<dt>Date</dt> <dd>2015-09-10 11:47:56 -0700 (Thu, 10 Sep 2015)</dd>
</dl>
<h3>Log Message</h3>
<pre>Static variables in GraphicsContext3DOpenGLCommon should be avoided because of the race condition
https://bugs.webkit.org/show_bug.cgi?id=148957
Patch by Jinyoung Hur <hur.ims@navercorp.com> on 2015-09-10
Reviewed by Dean Jackson.
There is no guarantee that only one thread calls GraphicsContext3D::compileShader() at a time so it would be
better to use a thread local storage variable rather than use a static variable.
No new tests. No behavioural changes.
* platform/graphics/opengl/GraphicsContext3DOpenGLCommon.cpp:
(WebCore::getCurrentNameHashMapForShader):
(WebCore::setCurrentNameHashMapForShader):
(WebCore::nameHashForShader):
(WebCore::GraphicsContext3D::compileShader):
(WebCore::GraphicsContext3D::mappedSymbolName):</pre>
<h3>Modified Paths</h3>
<ul>
<li><a href="#trunkSourceWebCoreChangeLog">trunk/Source/WebCore/ChangeLog</a></li>
<li><a href="#trunkSourceWebCoreplatformgraphicsopenglGraphicsContext3DOpenGLCommoncpp">trunk/Source/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGLCommon.cpp</a></li>
</ul>
</div>
<div id="patch">
<h3>Diff</h3>
<a id="trunkSourceWebCoreChangeLog"></a>
<div class="modfile"><h4>Modified: trunk/Source/WebCore/ChangeLog (189579 => 189580)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/Source/WebCore/ChangeLog        2015-09-10 18:15:45 UTC (rev 189579)
+++ trunk/Source/WebCore/ChangeLog        2015-09-10 18:47:56 UTC (rev 189580)
</span><span class="lines">@@ -1,3 +1,22 @@
</span><ins>+2015-09-10 Jinyoung Hur <hur.ims@navercorp.com>
+
+ Static variables in GraphicsContext3DOpenGLCommon should be avoided because of the race condition
+ https://bugs.webkit.org/show_bug.cgi?id=148957
+
+ Reviewed by Dean Jackson.
+
+ There is no guarantee that only one thread calls GraphicsContext3D::compileShader() at a time so it would be
+ better to use a thread local storage variable rather than use a static variable.
+
+ No new tests. No behavioural changes.
+
+ * platform/graphics/opengl/GraphicsContext3DOpenGLCommon.cpp:
+ (WebCore::getCurrentNameHashMapForShader):
+ (WebCore::setCurrentNameHashMapForShader):
+ (WebCore::nameHashForShader):
+ (WebCore::GraphicsContext3D::compileShader):
+ (WebCore::GraphicsContext3D::mappedSymbolName):
+
</ins><span class="cx"> 2015-09-10 Chris Dumez <cdumez@apple.com>
</span><span class="cx">
</span><span class="cx"> Node.appendChild(null) / replaceChild(null, null) / removeChild(null) / insertBefore(null, ref) should throw a TypeError
</span></span></pre></div>
<a id="trunkSourceWebCoreplatformgraphicsopenglGraphicsContext3DOpenGLCommoncpp"></a>
<div class="modfile"><h4>Modified: trunk/Source/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGLCommon.cpp (189579 => 189580)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/Source/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGLCommon.cpp        2015-09-10 18:15:45 UTC (rev 189579)
+++ trunk/Source/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGLCommon.cpp        2015-09-10 18:47:56 UTC (rev 189580)
</span><span class="lines">@@ -79,8 +79,22 @@
</span><span class="cx">
</span><span class="cx"> namespace WebCore {
</span><span class="cx">
</span><del>-static ShaderNameHash* currentNameHashMapForShader = nullptr;
</del><ins>+static ThreadSpecific<ShaderNameHash*>& getCurrentNameHashMapForShader()
+{
+ static std::once_flag onceFlag;
+ static ThreadSpecific<ShaderNameHash*>* sharedNameHash;
+ std::call_once(onceFlag, [] {
+ sharedNameHash = new ThreadSpecific<ShaderNameHash*>;
+ });
</ins><span class="cx">
</span><ins>+ return *sharedNameHash;
+}
+
+static void setCurrentNameHashMapForShader(ShaderNameHash* shaderNameHash)
+{
+ *getCurrentNameHashMapForShader() = shaderNameHash;
+}
+
</ins><span class="cx"> // Hash function used by the ANGLE translator/compiler to do
</span><span class="cx"> // symbol name mangling. Since this is a static method, before
</span><span class="cx"> // calling compileShader we set currentNameHashMapForShader
</span><span class="lines">@@ -94,11 +108,10 @@
</span><span class="cx"> CString nameAsCString = CString(name);
</span><span class="cx">
</span><span class="cx"> // Look up name in our local map.
</span><del>- if (currentNameHashMapForShader) {
- ShaderNameHash::iterator result = currentNameHashMapForShader->find(nameAsCString);
- if (result != currentNameHashMapForShader->end())
- return result->value;
- }
</del><ins>+ ShaderNameHash*& currentNameHashMapForShader = *getCurrentNameHashMapForShader();
+ ShaderNameHash::iterator findResult = currentNameHashMapForShader->find(nameAsCString);
+ if (findResult != currentNameHashMapForShader->end())
+ return findResult->value;
</ins><span class="cx">
</span><span class="cx"> unsigned hashValue = nameAsCString.hash();
</span><span class="cx">
</span><span class="lines">@@ -568,14 +581,14 @@
</span><span class="cx">
</span><span class="cx"> if (!nameHashMapForShaders)
</span><span class="cx"> nameHashMapForShaders = std::make_unique<ShaderNameHash>();
</span><del>- currentNameHashMapForShader = nameHashMapForShaders.get();
</del><ins>+ setCurrentNameHashMapForShader(nameHashMapForShaders.get());
</ins><span class="cx"> m_compiler.setResources(ANGLEResources);
</span><span class="cx">
</span><span class="cx"> String translatedShaderSource = m_extensions->getTranslatedShaderSourceANGLE(shader);
</span><span class="cx">
</span><span class="cx"> ANGLEResources.HashFunction = previousHashFunction;
</span><span class="cx"> m_compiler.setResources(ANGLEResources);
</span><del>- currentNameHashMapForShader = nullptr;
</del><ins>+ setCurrentNameHashMapForShader(nullptr);
</ins><span class="cx">
</span><span class="cx"> if (!translatedShaderSource.length())
</span><span class="cx"> return;
</span><span class="lines">@@ -877,11 +890,11 @@
</span><span class="cx"> // and aren't even required to be used in any shader program.
</span><span class="cx"> if (!nameHashMapForShaders)
</span><span class="cx"> nameHashMapForShaders = std::make_unique<ShaderNameHash>();
</span><del>- currentNameHashMapForShader = nameHashMapForShaders.get();
</del><ins>+ setCurrentNameHashMapForShader(nameHashMapForShaders.get());
</ins><span class="cx">
</span><span class="cx"> String generatedName = generateHashedName(name);
</span><span class="cx">
</span><del>- currentNameHashMapForShader = nullptr;
</del><ins>+ setCurrentNameHashMapForShader(nullptr);
</ins><span class="cx">
</span><span class="cx"> m_possiblyUnusedAttributeMap.set(generatedName, name);
</span><span class="cx">
</span></span></pre>
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