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authorJan Holesovsky <kendy@collabora.com>2015-09-03 16:52:59 +0200
committerJan Holesovsky <kendy@collabora.com>2015-09-03 16:57:05 +0200
commit6f1184dfc0ec6dd1fd24b284737a68b05ffbb61c (patch)
tree9d7229541e0a7cdbdb3a010b8c9aa5c6a965c1ea
parent0aa9cd69598e1c022aa676f81dc7bc2f03e58b2c (diff)
tdf#93892: Un-share maUserBuffer when the BitmapWriteAccess is requested.
Otherwise Bad Things Happen, and we may accidentally overwrite random other / shared data. Change-Id: I463354a6e910a2cb43faa229708fe5c14c79535a
-rw-r--r--vcl/opengl/salbmp.cxx18
1 files changed, 17 insertions, 1 deletions
diff --git a/vcl/opengl/salbmp.cxx b/vcl/opengl/salbmp.cxx
index 4ed2ed06b65c..9084ae17dcde 100644
--- a/vcl/opengl/salbmp.cxx
+++ b/vcl/opengl/salbmp.cxx
@@ -141,9 +141,15 @@ bool OpenGLSalBitmap::Create( const SalBitmap& rSalBmp, sal_uInt16 nNewBitCount
// execute any pending operations on the source bitmap
maTexture = rSourceBitmap.GetTexture();
mbDirtyTexture = false;
+
+ // be careful here, we are share & reference-count the
+ // maUserBuffer, BUT this Create() is called from
+ // Bitmap::ImplMakeUnique().
+ // Consequently, there might be cases when this needs to be made
+ // unique later (when we don't do that right away here), like when
+ // using the BitmapWriteAccess.
maUserBuffer = rSourceBitmap.maUserBuffer;
- // TODO Copy buffer data if the bitcount and palette are the same
return true;
}
return false;
@@ -649,6 +655,16 @@ BitmapBuffer* OpenGLSalBitmap::AcquireBuffer( BitmapAccessMode nMode )
}
}
+ // maUserBuffer must be unique when we are doing the write access
+ if (nMode == BITMAP_WRITE_ACCESS && maUserBuffer && !maUserBuffer.unique())
+ {
+ basebmp::RawMemorySharedArray aBuffer(maUserBuffer);
+
+ maUserBuffer.reset();
+ AllocateUserData();
+ memcpy(maUserBuffer.get(), aBuffer.get(), static_cast<sal_uInt32>(mnBytesPerRow) * mnHeight);
+ }
+
BitmapBuffer* pBuffer = new BitmapBuffer;
pBuffer->mnWidth = mnWidth;
pBuffer->mnHeight = mnHeight;