[Mesa-dev] [PATCH] glsl: Fix overflow of ImageAccess[] array.
Kenneth Graunke
kenneth at whitecape.org
Sun Feb 14 01:27:42 UTC 2016
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 <kenneth at whitecape.org>
---
src/compiler/glsl/link_uniforms.cpp | 6 +++---
1 file changed, 3 insertions(+), 3 deletions(-)
diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp
index 7072c16..f08ca47 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;
}
}
--
2.7.1
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