[Mesa-dev] [PATCH 1/3] glsl: on UBO/SSBOs link error, the number of active blocks remains 0

Andres Gomez agomez at igalia.com
Thu Feb 23 08:55:41 UTC 2017


Commit f1293b2f9bc3 split apart buffer block arrays but introduced
also the possibility of a recount of active
blocks (NumUniformBlocks/NumShaderStorageBlocks) which would be
incoherent with the actual amount of active
blocks (UniformBlocks/ShaderStorageBlocks) in the program.

This could cause a segmentation fault if trying to use the index of a
block in a link failed program.

Signed-off-by: Andres Gomez <agomez at igalia.com>
Cc: Timothy Arceri <tarceri at itsqueeze.com>
---
 src/compiler/glsl/linker.cpp | 1 +
 1 file changed, 1 insertion(+)

diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index b6f8bc4212e..bb9c101f430 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -1181,6 +1181,7 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
             for (unsigned k = 0; k <= i; k++) {
                delete[] InterfaceBlockStageIndex[k];
             }
+            *num_blks = 0;
             return false;
          }
 
-- 
2.11.0



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