st/mesa: move dereference after null check
We should not dereference shader before we have done the null check. Reviewed-by: Erik Faye-Lund <kusmabite@gmail.com> Reviewed-by: Brian Paul <brianp@vmware.com>
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Brian Paul

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37cfc51b13
@@ -48,11 +48,13 @@ st_bind_images(struct st_context *st, struct gl_shader *shader,
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{
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unsigned i;
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struct pipe_image_view images[MAX_IMAGE_UNIFORMS];
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struct gl_program_constants *c = &st->ctx->Const.Program[shader->Stage];
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struct gl_program_constants *c;
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if (!shader || !st->pipe->set_shader_images)
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return;
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c = &st->ctx->Const.Program[shader->Stage];
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for (i = 0; i < shader->NumImages; i++) {
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struct gl_image_unit *u = &st->ctx->ImageUnits[shader->ImageUnits[i]];
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struct st_texture_object *stObj = st_texture_object(u->TexObj);
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