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author | Kenneth Graunke <[email protected]> | 2016-02-13 16:58:35 -0800 |
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committer | Kenneth Graunke <[email protected]> | 2016-02-13 21:12:18 -0800 |
commit | 565aa69970ccb0e92c9d5773c43d9b49e7bdb8e4 (patch) | |
tree | 0075951ad7b4d96a4d5010ea6712ff82a9810ce5 /src/glx/dri_sarea.h | |
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/glx/dri_sarea.h')
0 files changed, 0 insertions, 0 deletions