Like images, this prevents out-of-bound access when the explicit binding layout qualifier is used with an array which contains too much samplers.
Signed-off-by: Samuel Pitoiset <[email protected]> --- src/compiler/glsl/link_uniform_initializers.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/compiler/glsl/link_uniform_initializers.cpp b/src/compiler/glsl/link_uniform_initializers.cpp index 8911c3de62..79a6c75aaa 100644 --- a/src/compiler/glsl/link_uniform_initializers.cpp +++ b/src/compiler/glsl/link_uniform_initializers.cpp @@ -135,6 +135,8 @@ set_opaque_binding(void *mem_ctx, gl_shader_program *prog, if (storage->type->is_sampler() && storage->opaque[sh].active) { for (unsigned i = 0; i < elements; i++) { const unsigned index = storage->opaque[sh].index + i; + if (index >= ARRAY_SIZE(shader->Program->SamplerUnits)) + break; shader->Program->SamplerUnits[index] = storage->storage[i].i; } -- 2.12.2 _______________________________________________ mesa-dev mailing list [email protected] https://lists.freedesktop.org/mailman/listinfo/mesa-dev
