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authorIan Romanick <[email protected]>2015-08-31 18:44:42 -0700
committerIan Romanick <[email protected]>2015-09-02 16:24:17 -0700
commit7237c937af3b495191bee2f7240901e3a9daf1fb (patch)
treed918c1be60cd791d280ba898b847ecb0a74e4fe7 /src/mesa/main
parenta6976f09727014730f45ec27c714c6a8140e074a (diff)
mesa: Don't allow wrong type setters for matrix uniforms
Previously we would allow glUniformMatrix4fv on a dmat4 and glUniformMatrix4dv on a mat4. Both are illegal. That later also overwrites the storage for the mat4 and causes bad things to happen. Should fix the (new) arb_gpu_shader_fp64-wrong-type-setter piglit test. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Cc: Dave Airlie <[email protected]> Cc: "10.6 11.0" <[email protected]>
Diffstat (limited to 'src/mesa/main')
-rw-r--r--src/mesa/main/uniform_query.cpp25
1 files changed, 25 insertions, 0 deletions
diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp
index fc2b5f57758..0bee59455a3 100644
--- a/src/mesa/main/uniform_query.cpp
+++ b/src/mesa/main/uniform_query.cpp
@@ -919,6 +919,31 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
}
}
+ /* Section 2.11.7 (Uniform Variables) of the OpenGL 4.2 Core Profile spec
+ * says:
+ *
+ * "If any of the following conditions occur, an INVALID_OPERATION
+ * error is generated by the Uniform* commands, and no uniform values
+ * are changed:
+ *
+ * ...
+ *
+ * - if the uniform declared in the shader is not of type boolean and
+ * the type indicated in the name of the Uniform* command used does
+ * not match the type of the uniform"
+ *
+ * There are no Boolean matrix types, so we do not need to allow
+ * GLSL_TYPE_BOOL here (as _mesa_uniform does).
+ */
+ if (uni->type->base_type != basicType) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniformMatrix%ux%u(\"%s\"@%d is %s, not %s)",
+ cols, rows, uni->name, location,
+ glsl_type_name(uni->type->base_type),
+ glsl_type_name(basicType));
+ return;
+ }
+
if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) {
log_uniform(values, uni->type->base_type, components, vectors, count,
bool(transpose), shProg, location, uni);