A too small buffer will cause segfaults somewhere below decompress_texture_thread.
Signed-off-by: Andreas Cadhalpun <andreas.cadhal...@googlemail.com> --- libavcodec/dds.c | 9 +++++++++ 1 file changed, 9 insertions(+) diff --git a/libavcodec/dds.c b/libavcodec/dds.c index 324e665..c918cf0 100644 --- a/libavcodec/dds.c +++ b/libavcodec/dds.c @@ -642,9 +642,18 @@ static int dds_decode(AVCodecContext *avctx, void *data, return ret; if (ctx->compressed) { + int size = (avctx->coded_height / TEXTURE_BLOCK_H) * + (avctx->coded_width / TEXTURE_BLOCK_W) * ctx->tex_ratio; ctx->slice_count = av_clip(avctx->thread_count, 1, avctx->coded_height / TEXTURE_BLOCK_H); + if (bytestream2_get_bytes_left(gbc) < size) { + av_log(avctx, AV_LOG_ERROR, + "Compressed Buffer is too small (%d < %d).\n", + bytestream2_get_bytes_left(gbc), size); + return AVERROR_INVALIDDATA; + } + /* Use the decompress function on the texture, one block per thread. */ ctx->tex_data = gbc->buffer; avctx->execute2(avctx, decompress_texture_thread, frame, NULL, ctx->slice_count); -- 2.6.2 _______________________________________________ ffmpeg-devel mailing list ffmpeg-devel@ffmpeg.org http://ffmpeg.org/mailman/listinfo/ffmpeg-devel