glsl: avoid an out-of-bound access while setting up a location for variable
It fixes the following valgrind issue:
==141996== Invalid read of size 4
==141996== at 0x61F8806: gl_nir_link_uniforms (gl_nir_link_uniforms.c:1788)
==141996== by 0x60F17AA: gl_nir_link_glsl (gl_nir_linker.c:672)
==141996== by 0x5C1AEDF: st_link_nir (st_glsl_to_nir.cpp:739)
==141996== by 0x5C15574: st_link_shader (st_glsl_to_ir.cpp:172)
==141996== by 0x5C673B0: _mesa_glsl_link_shader (ir_to_mesa.cpp:3117)
==141996== by 0x5E7B61C: link_program (shaderapi.c:1311)
==141996== by 0x5E7B61C: link_program_error (shaderapi.c:1419)
==141996== by 0x5E7CF8A: _mesa_LinkProgram (shaderapi.c:1911)
==141996== by 0x4923D13: stub_glLinkProgram (piglit-dispatch-gen.c:33956)
==141996== by 0x1142C0: link_and_use_shaders (shader_runner.c:1636)
==141996== by 0x1205A6: init_test (shader_runner.c:5347)
==141996== by 0x121555: piglit_init (shader_runner.c:5725)
==141996== by 0x4991C84: run_test (piglit_fbo_framework.c:50)
It can be reproduced on `iris` using the following piglit test:
instance-matching-shader-storage-blocks-align-qualifier-mismatch.shader_test
Closes: #3818
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Fixes: 47c35823
("glsl: fix up location setting for variables pointing to a UBO's base")
Signed-off-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Signed-off-by: Andrii Simiklit <andrii.simiklit@globallogic.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7376>
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@@ -1776,19 +1776,21 @@ gl_nir_link_uniforms(struct gl_context *ctx,
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break;
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}
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assert(found);
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} else
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var->data.location = location;
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} else {
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/* this is the base block offset */
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location = buffer_block_index;
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var->data.location = buffer_block_index;
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location = 0;
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}
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assert(buffer_block_index >= 0);
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const struct gl_uniform_block *const block =
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&blocks[buffer_block_index];
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assert(location != -1);
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assert(location >= 0 && location < block->NumUniforms);
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const struct gl_uniform_buffer_variable *const ubo_var =
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&block->Uniforms[location];
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state.offset = ubo_var->Offset;
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var->data.location = location;
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}
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/* Check if the uniform has been processed already for
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