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authorDave Airlie <[email protected]>2016-05-23 12:49:25 +1000
committerDave Airlie <[email protected]>2016-05-31 10:41:44 +1000
commitf87352d76966b6e4b0ab5fa9129ccd1ade0c2e7a (patch)
treef14f3df19106ce11f0d3d75003e1525143fc9092
parent4b1a167a2bce936beabd03ffc313a63d8deeed09 (diff)
glsl/images: bounds check image unit assignment
The CTS test: GL45-CTS.multi_bind.dispatch_bind_image_textures binds 192 image uniforms, we reject this later, but not until after we trash the contents of the struct gl_shader. Error now reads: Too many compute shader image uniforms (192 > 16) instead of Too many compute shader image uniforms (2745344416 > 16) Reviewed-by: Ilia Mirkin <[email protected]> Cc: "12.0" <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
-rw-r--r--src/compiler/glsl/link_uniform_initializers.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/compiler/glsl/link_uniform_initializers.cpp b/src/compiler/glsl/link_uniform_initializers.cpp
index c6346d573ab..bf6d394ea89 100644
--- a/src/compiler/glsl/link_uniform_initializers.cpp
+++ b/src/compiler/glsl/link_uniform_initializers.cpp
@@ -145,6 +145,8 @@ set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
storage->opaque[sh].active) {
for (unsigned i = 0; i < elements; i++) {
const unsigned index = storage->opaque[sh].index + i;
+ if (index >= ARRAY_SIZE(shader->ImageUnits))
+ break;
shader->ImageUnits[index] = storage->storage[i].i;
}
}