diff options
author | Kenneth Graunke <[email protected]> | 2016-02-13 16:58:35 -0800 |
---|---|---|
committer | Kenneth Graunke <[email protected]> | 2016-02-13 21:12:18 -0800 |
commit | 565aa69970ccb0e92c9d5773c43d9b49e7bdb8e4 (patch) | |
tree | 0075951ad7b4d96a4d5010ea6712ff82a9810ce5 /src/compiler | |
parent | 6411444c364f67a4a597f8e025c9025440aa054a (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')
-rw-r--r-- | src/compiler/glsl/link_uniforms.cpp | 6 |
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; } } |