glsl: don't try to load/store buffer object values in the cache
authorTimothy Arceri <timothy.arceri@collabora.com>
Thu, 2 Jun 2016 04:13:26 +0000 (14:13 +1000)
committerTimothy Arceri <tarceri@itsqueeze.com>
Fri, 17 Feb 2017 00:18:43 +0000 (11:18 +1100)
Also add an assert to catch buffer overflows.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
src/compiler/glsl/shader_cache.cpp

index 499470b68dcfbac5b964ae9dfde1ff97c35c48a5..92417e8eb302fc19401ea60ee333b0ae6f6ba68e 100644 (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);
       }
    }
 }