present: Walk all children when setting window pixmaps
We currently skip setting the window pixmap on any window not using its parent's pixmap. That does not work correctly in the presence of reparenting. Consider the following scenario: 1. window A is created as child of B 2. present starts flipping and sets the whole window tree to use pixmap X 3. window C is created (uses the screen pixmap by default) 4. window A is reparented to C 5. present stops flipping and attempts to set the whole window tree back to the screen pixmap, except the walk terminates at window C since it's using an unexpected pixmap, and window A is left with the stale pixmap X 6. pixmap X is destroyed 7. the X server segfaults on a rendering operation on window A due the stale pixmap I managed to hit this with mpv (doing present flips) and crack-attack (keeps alternating between a menu window and an actual game window): 1. start both applications 2. start a game in crack-attack 3. fullscreen mpv 4. end the game in crack attack 5. unfullscreen mpv 6. the crack-attack menu window has appeared, but might be corrupted and doing stuff on it segfaults the X server I suppose the other option might be to make new windows automatically inherit their parent's pixmap instead of using the screen pixmap. But I've not looked into how that would affect eg. composite. Signed-off-by: notbabaisyou <though-went-some-simple@proton.me>
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@ -120,9 +120,14 @@ present_set_tree_pixmap_visit(WindowPtr window, void *data)
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struct pixmap_visit *visit = data;
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ScreenPtr screen = window->drawable.pScreen;
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if ((*screen->GetWindowPixmap)(window) != visit->old)
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return WT_DONTWALKCHILDREN;
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(*screen->SetWindowPixmap)(window, visit->new);
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if ((*screen->GetWindowPixmap)(window) == visit->old)
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(*screen->SetWindowPixmap)(window, visit->new);
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/*
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* Walk the entire tree in case windows using the
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* the old pixmap have been reparented to newly
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* created windows using the screen pixmap instead.
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*/
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return WT_WALKCHILDREN;
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}
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