On 03/01/2016 02:45 PM, Thomas Hindoe Paaboel Andersen wrote:
We should not dereference shader before we have done the
null check.
---
  src/mesa/state_tracker/st_atom_image.c | 4 +++-
  1 file changed, 3 insertions(+), 1 deletion(-)

diff --git a/src/mesa/state_tracker/st_atom_image.c 
b/src/mesa/state_tracker/st_atom_image.c
index 4b48bc3..d0f0c42 100644
--- a/src/mesa/state_tracker/st_atom_image.c
+++ b/src/mesa/state_tracker/st_atom_image.c
@@ -48,11 +48,13 @@ st_bind_images(struct st_context *st, struct gl_shader 
*shader,
  {
     unsigned i;
     struct pipe_image_view images[MAX_IMAGE_UNIFORMS];
-   struct gl_program_constants *c = &st->ctx->Const.Program[shader->Stage];
+   struct gl_program_constants *c;

     if (!shader || !st->pipe->set_shader_images)
        return;

+   c = &st->ctx->Const.Program[shader->Stage];
+
     for (i = 0; i < shader->NumImages; i++) {
        struct gl_image_unit *u = &st->ctx->ImageUnits[shader->ImageUnits[i]];
        struct st_texture_object *stObj = st_texture_object(u->TexObj);


For both:
Reviewed-by: Brian Paul <bri...@vmware.com>

Do you need someone to push these for you?

-Brian

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