commit | f6827e20d12ab062440bc809b8f2338b68edac45 | [log] [tgz] |
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author | Ilia Mirkin <imirkin@alum.mit.edu> | Sun Mar 06 12:19:04 2016 -0500 |
committer | Ilia Mirkin <imirkin@alum.mit.edu> | Mon Mar 07 00:36:08 2016 -0500 |
tree | 0078c24333936234750993c80d218f979cf04405 | |
parent | 3dd0441f6cbcceb42effea2219d835082c2e2725 [diff] |
glsl: avoid stack smashing when there are too many attributes This fixes a crash in dEQP-GLES3.functional.transform_feedback.array_element.separate.points.lowp_mat3x2 and likely others. The vertex shader has > 16 input variables (without explicit locations), which causes us to index outside of the to_assign array. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com> Cc: "11.1 11.2" <mesa-stable@lists.freedesktop.org>