Also add an assert to catch buffer overflows. --- src/compiler/glsl/shader_cache.cpp | 13 +++++++++++-- 1 file changed, 11 insertions(+), 2 deletions(-)
diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp index 5733e69..966229c 100644 --- a/src/compiler/glsl/shader_cache.cpp +++ b/src/compiler/glsl/shader_cache.cpp @@ -490,6 +490,7 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog) blob_write_uint32(metadata, prog->UniformStorage[i].offset); blob_write_uint32(metadata, prog->UniformStorage[i].array_stride); blob_write_uint32(metadata, prog->UniformStorage[i].hidden); + blob_write_uint32(metadata, prog->UniformStorage[i].is_shader_storage); blob_write_uint32(metadata, prog->UniformStorage[i].matrix_stride); blob_write_uint32(metadata, prog->UniformStorage[i].row_major); blob_write_uint32(metadata, @@ -509,7 +510,9 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog) */ blob_write_uint32(metadata, prog->NumHiddenUniforms); for (i = 0; i < prog->NumUniformStorage; i++) { - if (!prog->UniformStorage[i].builtin) { + if (!prog->UniformStorage[i].builtin && + !prog->UniformStorage[i].is_shader_storage && + prog->UniformStorage[i].block_index == -1) { unsigned vec_size = values_for_type(prog->UniformStorage[i].type) * MAX2(prog->UniformStorage[i].array_elements, 1); blob_write_bytes(metadata, prog->UniformStorage[i].storage, @@ -551,6 +554,7 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog) uniforms[i].offset = blob_read_uint32(metadata); uniforms[i].array_stride = blob_read_uint32(metadata); uniforms[i].hidden = blob_read_uint32(metadata); + uniforms[i].is_shader_storage = blob_read_uint32(metadata); uniforms[i].matrix_stride = blob_read_uint32(metadata); uniforms[i].row_major = blob_read_uint32(metadata); uniforms[i].num_compatible_subroutines = blob_read_uint32(metadata); @@ -566,12 +570,17 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog) /* Restore uniform values. */ prog->NumHiddenUniforms = blob_read_uint32(metadata); for (i = 0; i < prog->NumUniformStorage; i++) { - if (!prog->UniformStorage[i].builtin) { + if (!prog->UniformStorage[i].builtin && + !prog->UniformStorage[i].is_shader_storage && + prog->UniformStorage[i].block_index == -1) { unsigned vec_size = values_for_type(prog->UniformStorage[i].type) * MAX2(prog->UniformStorage[i].array_elements, 1); blob_copy_bytes(metadata, (uint8_t *) prog->UniformStorage[i].storage, sizeof(union gl_constant_value) * vec_size); + + assert(vec_size + prog->UniformStorage[i].storage <= + data + prog->NumUniformDataSlots); } } } -- 2.7.4 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev