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Fix crash when running glsl on a signle fragment shader.
author
Kenneth Graunke
<kenneth@whitecape.org>
Thu, 17 Jun 2010 22:37:26 +0000
(15:37 -0700)
committer
Ian Romanick
<ian.d.romanick@intel.com>
Sat, 19 Jun 2010 08:29:17 +0000
(
01:29
-0700)
linker.cpp
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diff --git
a/linker.cpp
b/linker.cpp
index ca0cacdfb7217227e239c86a9cc777702ed09d9b..0a1afcf03451c628d5e476eed392d2c00e8418d4 100644
(file)
--- a/
linker.cpp
+++ b/
linker.cpp
@@
-185,7
+185,7
@@
link_shaders(struct glsl_program *prog)
unsigned num_frag_shaders = 0;
vert_shader_list = (struct glsl_shader **)
-
malloc(sizeof(struct glsl_shader *) * 2 * prog->NumShaders
);
+
calloc(2 * prog->NumShaders, sizeof(struct glsl_shader *)
);
frag_shader_list = &vert_shader_list[prog->NumShaders];
for (unsigned i = 0; i < prog->NumShaders; i++) {