Reviewed-by: Jordan Justen
And for IVB:
Tested-by: Jordan Justen
For me, this fixed the error message from
arb_shader_image_load_store-max-images,
subtest "Compute shader max image uniforms test":
Before:
Failed to link: error: Too many compute shader image uniforms (35002 > 32)
After:
F
On Sat, 2016-02-13 at 17:27 -0800, Kenneth Graunke wrote:
> The ImageAccess array is statically sized to MAX_IMAGE_UNIFORMS:
>
> GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
>
> There was no bounds checking ensuring we don't overflow. Passing in
> a
> shader with too many uniforms would cause writ
On Saturday, February 13, 2016 8:30:51 PM PST Ilia Mirkin wrote:
> On Sat, Feb 13, 2016 at 8:27 PM, Kenneth Graunke
wrote:
> > The ImageAccess array is statically sized to MAX_IMAGE_UNIFORMS:
> >
> >GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
> >
> > There was no bounds checking ensuring we don't
On Sat, Feb 13, 2016 at 8:27 PM, Kenneth Graunke wrote:
> The ImageAccess array is statically sized to MAX_IMAGE_UNIFORMS:
>
>GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
>
> There was no bounds checking ensuring we don't overflow. Passing in a
> shader with too many uniforms would cause writes to
The ImageAccess array is statically sized to MAX_IMAGE_UNIFORMS:
GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
There was no bounds checking ensuring we don't overflow. Passing in a
shader with too many uniforms would cause writes to extend into other
fields, such as sh->NumImages.
Later linker che