glsl: avoid stack smashing when there are too many attributes
authorIlia Mirkin <imirkin@alum.mit.edu>
Sun, 6 Mar 2016 17:19:04 +0000 (12:19 -0500)
committerIlia Mirkin <imirkin@alum.mit.edu>
Mon, 7 Mar 2016 05:36:08 +0000 (00:36 -0500)
commitf6827e20d12ab062440bc809b8f2338b68edac45
tree0078c24333936234750993c80d218f979cf04405
parent3dd0441f6cbcceb42effea2219d835082c2e2725
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>
src/compiler/glsl/linker.cpp