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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>
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parent
cad1a9bfde
commit
1183eb487f
1 changed files with 11 additions and 2 deletions
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@ -575,6 +575,7 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
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blob_write_uint32(metadata, prog->data->UniformStorage[i].offset);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].array_stride);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].hidden);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].is_shader_storage);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].matrix_stride);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].row_major);
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blob_write_uint32(metadata,
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@ -594,7 +595,9 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
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*/
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blob_write_uint32(metadata, prog->data->NumHiddenUniforms);
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for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
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if (!prog->data->UniformStorage[i].builtin) {
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if (!prog->data->UniformStorage[i].builtin &&
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!prog->data->UniformStorage[i].is_shader_storage &&
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prog->data->UniformStorage[i].block_index == -1) {
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unsigned vec_size =
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values_for_type(prog->data->UniformStorage[i].type) *
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MAX2(prog->data->UniformStorage[i].array_elements, 1);
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@ -636,6 +639,7 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
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uniforms[i].offset = blob_read_uint32(metadata);
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uniforms[i].array_stride = blob_read_uint32(metadata);
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uniforms[i].hidden = blob_read_uint32(metadata);
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uniforms[i].is_shader_storage = blob_read_uint32(metadata);
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uniforms[i].matrix_stride = blob_read_uint32(metadata);
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uniforms[i].row_major = blob_read_uint32(metadata);
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uniforms[i].num_compatible_subroutines = blob_read_uint32(metadata);
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@ -651,13 +655,18 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
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/* Restore uniform values. */
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prog->data->NumHiddenUniforms = blob_read_uint32(metadata);
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for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
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if (!prog->data->UniformStorage[i].builtin) {
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if (!prog->data->UniformStorage[i].builtin &&
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!prog->data->UniformStorage[i].is_shader_storage &&
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prog->data->UniformStorage[i].block_index == -1) {
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unsigned vec_size =
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values_for_type(prog->data->UniformStorage[i].type) *
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MAX2(prog->data->UniformStorage[i].array_elements, 1);
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blob_copy_bytes(metadata,
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(uint8_t *) prog->data->UniformStorage[i].storage,
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sizeof(union gl_constant_value) * vec_size);
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assert(vec_size + prog->data->UniformStorage[i].storage <=
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data + prog->data->NumUniformDataSlots);
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}
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}
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}
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