glsl: Fix overflow of ImageAccess[] array.
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@whitecape.org> Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com> Reviewed-by: Jordan Justen <jordan.l.justen@intel.com> Tested-by: Jordan Justen <jordan.l.justen@intel.com>
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@@ -649,15 +649,15 @@ private:
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current_var->data.image_write_only ? GL_WRITE_ONLY :
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current_var->data.image_write_only ? GL_WRITE_ONLY :
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GL_READ_WRITE);
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GL_READ_WRITE);
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for (unsigned j = 0; j < MAX2(1, uniform->array_elements); ++j)
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const unsigned first = this->next_image;
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prog->_LinkedShaders[shader_type]->
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ImageAccess[this->next_image + j] = access;
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/* Increment the image index by 1 for non-arrays and by the
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/* Increment the image index by 1 for non-arrays and by the
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* number of array elements for arrays.
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* number of array elements for arrays.
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*/
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*/
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this->next_image += MAX2(1, uniform->array_elements);
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this->next_image += MAX2(1, uniform->array_elements);
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for (unsigned i = first; i < MIN2(next_image, MAX_IMAGE_UNIFORMS); i++)
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prog->_LinkedShaders[shader_type]->ImageAccess[i] = access;
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}
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}
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}
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}
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