glsl: don't try to load/store buffer object values in the cache

Also add an assert to catch buffer overflows.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Timothy Arceri 2016-06-02 14:13:26 +10:00 committed by Timothy Arceri
parent cad1a9bfde
commit 1183eb487f

View file

@ -575,6 +575,7 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
blob_write_uint32(metadata, prog->data->UniformStorage[i].offset);
blob_write_uint32(metadata, prog->data->UniformStorage[i].array_stride);
blob_write_uint32(metadata, prog->data->UniformStorage[i].hidden);
blob_write_uint32(metadata, prog->data->UniformStorage[i].is_shader_storage);
blob_write_uint32(metadata, prog->data->UniformStorage[i].matrix_stride);
blob_write_uint32(metadata, prog->data->UniformStorage[i].row_major);
blob_write_uint32(metadata,
@ -594,7 +595,9 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
*/
blob_write_uint32(metadata, prog->data->NumHiddenUniforms);
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
if (!prog->data->UniformStorage[i].builtin) {
if (!prog->data->UniformStorage[i].builtin &&
!prog->data->UniformStorage[i].is_shader_storage &&
prog->data->UniformStorage[i].block_index == -1) {
unsigned vec_size =
values_for_type(prog->data->UniformStorage[i].type) *
MAX2(prog->data->UniformStorage[i].array_elements, 1);
@ -636,6 +639,7 @@ 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);
@ -651,13 +655,18 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
/* Restore uniform values. */
prog->data->NumHiddenUniforms = blob_read_uint32(metadata);
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
if (!prog->data->UniformStorage[i].builtin) {
if (!prog->data->UniformStorage[i].builtin &&
!prog->data->UniformStorage[i].is_shader_storage &&
prog->data->UniformStorage[i].block_index == -1) {
unsigned vec_size =
values_for_type(prog->data->UniformStorage[i].type) *
MAX2(prog->data->UniformStorage[i].array_elements, 1);
blob_copy_bytes(metadata,
(uint8_t *) prog->data->UniformStorage[i].storage,
sizeof(union gl_constant_value) * vec_size);
assert(vec_size + prog->data->UniformStorage[i].storage <=
data + prog->data->NumUniformDataSlots);
}
}
}