On 08/14/2012 07:40 PM, Stéphane Marchesin wrote:
Otherwise we run past the end of the array and crash.

NOTE: This is a candidate for the 8.0 branch.

Signed-off-by: Stéphane Marchesin<marc...@chromium.org>
---
  src/glsl/link_uniforms.cpp |    2 +-
  1 files changed, 1 insertions(+), 1 deletions(-)

diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index 25dc1d7..eef9025 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -313,7 +313,7 @@ private:
         const gl_texture_index target = base_type->sampler_index();
         const unsigned shadow = base_type->sampler_shadow;
         for (unsigned i = this->uniforms[id].sampler
-                ; i<  this->next_sampler
+                ; i<  MIN2(this->next_sampler, MAX_SAMPLERS)
                 ; i++) {
            this->targets[i] = target;
            this->shader_samplers_used |= 1U<<  i;

Hi Stéphane,

I wonder if we should be checking earlier if the number of samplers exceeds the GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS limit. Ian, Eric?

-Brian
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