On Sat, 2016-02-13 at 17:27 -0800, Kenneth Graunke wrote: > 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 <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]> _______________________________________________ mesa-dev mailing list [email protected] https://lists.freedesktop.org/mailman/listinfo/mesa-dev
