summaryrefslogtreecommitdiffstats
path: root/src/compiler/glsl/link_uniforms.cpp
diff options
context:
space:
mode:
authorKenneth Graunke <[email protected]>2016-02-13 16:58:35 -0800
committerKenneth Graunke <[email protected]>2016-02-13 21:12:18 -0800
commit565aa69970ccb0e92c9d5773c43d9b49e7bdb8e4 (patch)
tree0075951ad7b4d96a4d5010ea6712ff82a9810ce5 /src/compiler/glsl/link_uniforms.cpp
parent6411444c364f67a4a597f8e025c9025440aa054a (diff)
glsl: Fix overflow of ImageAccess[] array.
The ImageAccess array is statically sized to MAX_IMAGE_UNIFORMS: GLenum ImageAccess[MAX_IMAGE_UNIFORMS]; There was no bounds checking ensuring we don't overflow. Passing in a shader with too many uniforms would cause writes to extend into other fields, such as sh->NumImages. Later linker checks already handle reporting an error when there are too many images, so just avoid corrupting structures here. This rearranges the logic a bit to look more like the sampler case. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Jordan Justen <[email protected]> Tested-by: Jordan Justen <[email protected]>
Diffstat (limited to 'src/compiler/glsl/link_uniforms.cpp')
-rw-r--r--src/compiler/glsl/link_uniforms.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp
index 7072c16cb28..d18a2f2a1bc 100644
--- a/src/compiler/glsl/link_uniforms.cpp
+++ b/src/compiler/glsl/link_uniforms.cpp
@@ -649,15 +649,15 @@ private:
current_var->data.image_write_only ? GL_WRITE_ONLY :
GL_READ_WRITE);
- for (unsigned j = 0; j < MAX2(1, uniform->array_elements); ++j)
- prog->_LinkedShaders[shader_type]->
- ImageAccess[this->next_image + j] = access;
+ const unsigned first = this->next_image;
/* Increment the image index by 1 for non-arrays and by the
* number of array elements for arrays.
*/
this->next_image += MAX2(1, uniform->array_elements);
+ for (unsigned i = first; i < MIN2(next_image, MAX_IMAGE_UNIFORMS); i++)
+ prog->_LinkedShaders[shader_type]->ImageAccess[i] = access;
}
}