Commit: f09480b2125c6125212fb3f057ebb4a9061bc134
Author: Jeroen Bakker
Date:   Thu Jun 28 10:35:48 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBf09480b2125c6125212fb3f057ebb4a9061bc134

Hair drawing: respect the amount of layers.

Current implementation works with at most of 3 layers, but was not
checked during hair drawing leading to reading from uninitialized
memory.

This commit limits it to the number of layers that is used during
compilation of blender.

===================================================================

M       source/blender/draw/intern/draw_hair.c

===================================================================

diff --git a/source/blender/draw/intern/draw_hair.c 
b/source/blender/draw/intern/draw_hair.c
index d5923419b37..8320ae55179 100644
--- a/source/blender/draw/intern/draw_hair.c
+++ b/source/blender/draw/intern/draw_hair.c
@@ -115,12 +115,12 @@ static DRWShadingGroup 
*drw_shgroup_create_hair_procedural_ex(
 
        /* TODO optimize this. Only bind the ones GPUMaterial needs. */
        for (int i = 0; i < hair_cache->num_uv_layers; ++i) {
-               for (int n = 0; hair_cache->uv_layer_names[i][n][0] != '\0'; 
++n) {
+               for (int n = 0; n < MAX_LAYER_NAME_CT && 
hair_cache->uv_layer_names[i][n][0] != '\0'; ++n) {
                        DRW_shgroup_uniform_texture(shgrp, 
hair_cache->uv_layer_names[i][n], hair_cache->uv_tex[i]);
                }
        }
        for (int i = 0; i < hair_cache->num_col_layers; ++i) {
-               for (int n = 0; hair_cache->col_layer_names[i][n][0] != '\0'; 
++n) {
+               for (int n = 0; n < MAX_LAYER_NAME_CT && 
hair_cache->col_layer_names[i][n][0] != '\0'; ++n) {
                        DRW_shgroup_uniform_texture(shgrp, 
hair_cache->col_layer_names[i][n], hair_cache->col_tex[i]);
                }
        }

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