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author | Iago Toral Quiroga <[email protected]> | 2017-10-24 10:21:13 +0200 |
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committer | Iago Toral Quiroga <[email protected]> | 2017-10-26 08:40:14 +0200 |
commit | b9446172249f05f577072f09ea17a391f3ee5d90 (patch) | |
tree | 2569e2087948e7f2484860c2b1d8af853d3c39b3 | |
parent | 16cfbef44cf0b196992bd06cb3521e70d1903033 (diff) |
glsl/linker: report linker errors for invalid explicit locations on inputs
We were assuming that if an input has an invalid explicit location it would
fail to link because it would not find the corresponding output, however,
since we look for the matching output by indexing the explicit_locations
array with the input location, we still need to ensure that we don't index
out of bounds.
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
-rw-r--r-- | src/compiler/glsl/link_varyings.cpp | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/src/compiler/glsl/link_varyings.cpp b/src/compiler/glsl/link_varyings.cpp index 69c92bf53b0..cb9091d86b4 100644 --- a/src/compiler/glsl/link_varyings.cpp +++ b/src/compiler/glsl/link_varyings.cpp @@ -556,6 +556,13 @@ cross_validate_outputs_to_inputs(struct gl_context *ctx, unsigned slot_limit = idx + num_elements; while (idx < slot_limit) { + if (idx >= MAX_VARYING) { + linker_error(prog, + "Invalid location %u in %s shader\n", idx, + _mesa_shader_stage_to_string(consumer->Stage)); + return; + } + output = explicit_locations[idx][input->data.location_frac]; if (output == NULL || |