[Mesa-dev] [PATCH 31/40] glsl: don't try to load/store buffer object values in the cache
Timothy Arceri
tarceri at itsqueeze.com
Tue Feb 7 03:42:35 UTC 2017
From: Timothy Arceri <timothy.arceri at collabora.com>
Also add an assert to catch buffer overflows.
---
src/compiler/glsl/shader_cache.cpp | 13 +++++++++++--
1 file changed, 11 insertions(+), 2 deletions(-)
diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp
index 5180725..33f903e 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -575,6 +575,7 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
blob_write_uint32(metadata, prog->data->UniformStorage[i].offset);
blob_write_uint32(metadata, prog->data->UniformStorage[i].array_stride);
blob_write_uint32(metadata, prog->data->UniformStorage[i].hidden);
+ blob_write_uint32(metadata, prog->data->UniformStorage[i].is_shader_storage);
blob_write_uint32(metadata, prog->data->UniformStorage[i].matrix_stride);
blob_write_uint32(metadata, prog->data->UniformStorage[i].row_major);
blob_write_uint32(metadata,
@@ -594,7 +595,9 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
*/
blob_write_uint32(metadata, prog->data->NumHiddenUniforms);
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
- if (!prog->data->UniformStorage[i].builtin) {
+ if (!prog->data->UniformStorage[i].builtin &&
+ !prog->data->UniformStorage[i].is_shader_storage &&
+ prog->data->UniformStorage[i].block_index == -1) {
unsigned vec_size =
values_for_type(prog->data->UniformStorage[i].type) *
MAX2(prog->data->UniformStorage[i].array_elements, 1);
@@ -636,6 +639,7 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
uniforms[i].offset = blob_read_uint32(metadata);
uniforms[i].array_stride = blob_read_uint32(metadata);
uniforms[i].hidden = blob_read_uint32(metadata);
+ uniforms[i].is_shader_storage = blob_read_uint32(metadata);
uniforms[i].matrix_stride = blob_read_uint32(metadata);
uniforms[i].row_major = blob_read_uint32(metadata);
uniforms[i].num_compatible_subroutines = blob_read_uint32(metadata);
@@ -651,13 +655,18 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
/* Restore uniform values. */
prog->data->NumHiddenUniforms = blob_read_uint32(metadata);
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
- if (!prog->data->UniformStorage[i].builtin) {
+ if (!prog->data->UniformStorage[i].builtin &&
+ !prog->data->UniformStorage[i].is_shader_storage &&
+ prog->data->UniformStorage[i].block_index == -1) {
unsigned vec_size =
values_for_type(prog->data->UniformStorage[i].type) *
MAX2(prog->data->UniformStorage[i].array_elements, 1);
blob_copy_bytes(metadata,
(uint8_t *) prog->data->UniformStorage[i].storage,
sizeof(union gl_constant_value) * vec_size);
+
+ assert(vec_size + prog->data->UniformStorage[i].storage <=
+ data + prog->data->NumUniformDataSlots);
}
}
}
--
2.9.3
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