On 08/28/2014 12:58 AM, Tapani Pälli wrote:
> Remap table for uniforms may contain empty entries when using explicit
> uniform locations. If no active/inactive variable exists with given
> location, remap table contains NULL.
> 
> Signed-off-by: Tapani Pälli <tapani.pa...@intel.com>
> ---
>  src/mesa/main/uniform_query.cpp | 2 +-
>  1 file changed, 1 insertion(+), 1 deletion(-)
> 
> diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp
> index 4cd2bca..5dcb528 100644
> --- a/src/mesa/main/uniform_query.cpp
> +++ b/src/mesa/main/uniform_query.cpp
> @@ -239,7 +239,7 @@ validate_uniform_parameters(struct gl_context *ctx,
>      *         - if count is greater than one, and the uniform declared in the
>      *           shader is not an array variable,
>      */
> -   if (location < -1) {
> +   if (location < -1 || !shProg->UniformRemapTable[location]) {
>        _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
>                    caller, location);
>        return NULL;
> 

So... this would occur if someone explicitly put uniforms at locations 0
and 2, then queried location 1, right?  What happens if someone queries
location 0x7fffffff?  Will it commit an out-of-bounds acces of
UniformRemapTable, or is there an earlier check that's not visible in
the patch?
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