So all we did with the surface in SDL1 was split into window,
surface, renderer and texture. Instead of drawing into the
surface and then flipping, you build your pixels, then update
a texture and then copy the texture to the renderer.
Here we use an empty RGB surface to hold our pixels, which enables
us to keep most of the code the same. The SDL1 code has been adjusted
to refer to "surface" instead of "window" when trying to access the
properties of the surface.
This approaches the configuration by adding a new --enable-grub-emu-sdl2
argument. If set to yes, or auto detected, it disables SDL1 support
automatically.
This duplicates the sdl module block in Makefile.core.def which may
be something to be aware of, but we also don't want to build separate
module.
Fixes: https://bugs.debian.org/1038035
Signed-off-by: Julian Andres Klode <julian.klode@canonical.com>
Reviewed-by: Daniel Kiper <daniel.kiper@oracle.com>
These should be quite obvious and will make the SDL2 patch easier
to read then doing it inline there.
Signed-off-by: Julian Andres Klode <julian.klode@canonical.com>
Reviewed-by: Daniel Kiper <daniel.kiper@oracle.com>
This modifies most of the places we do some form of:
X = malloc(Y * Z);
to use calloc(Y, Z) instead.
Among other issues, this fixes:
- allocation of integer overflow in grub_png_decode_image_header()
reported by Chris Coulson,
- allocation of integer overflow in luks_recover_key()
reported by Chris Coulson,
- allocation of integer overflow in grub_lvm_detect()
reported by Chris Coulson.
Fixes: CVE-2020-14308
Signed-off-by: Peter Jones <pjones@redhat.com>
Reviewed-by: Daniel Kiper <daniel.kiper@oracle.com>