[Mesa-dev] [PATCH] glsl: Fix array overflow.
Brian Paul
brianp at vmware.com
Thu Aug 16 10:29:03 PDT 2012
On 08/14/2012 07:40 PM, Stéphane Marchesin wrote:
> Otherwise we run past the end of the array and crash.
>
> NOTE: This is a candidate for the 8.0 branch.
>
> Signed-off-by: Stéphane Marchesin<marcheu at chromium.org>
> ---
> src/glsl/link_uniforms.cpp | 2 +-
> 1 files changed, 1 insertions(+), 1 deletions(-)
>
> diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
> index 25dc1d7..eef9025 100644
> --- a/src/glsl/link_uniforms.cpp
> +++ b/src/glsl/link_uniforms.cpp
> @@ -313,7 +313,7 @@ private:
> const gl_texture_index target = base_type->sampler_index();
> const unsigned shadow = base_type->sampler_shadow;
> for (unsigned i = this->uniforms[id].sampler
> - ; i< this->next_sampler
> + ; i< MIN2(this->next_sampler, MAX_SAMPLERS)
> ; i++) {
> this->targets[i] = target;
> this->shader_samplers_used |= 1U<< i;
Hi Stéphane,
I wonder if we should be checking earlier if the number of samplers
exceeds the GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS limit. Ian, Eric?
-Brian
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