From: Juha-Pekka Heikkila Date: Wed, 2 Apr 2014 13:13:57 +0000 (+0300) Subject: mesa: Prevent negative indexing on noise2, noise3 and noise4 X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=68a45b130e12d5a1d6c7dca20a930b9433ec1992;p=mesa.git mesa: Prevent negative indexing on noise2, noise3 and noise4 % operator could return negative value which would cause indexing before perm table. Change %256 to &0xff Signed-off-by: Juha-Pekka Heikkila Reviewed-by: Matt Turner --- diff --git a/src/mesa/program/prog_noise.c b/src/mesa/program/prog_noise.c index c258c5e2e06..ac920c23f34 100644 --- a/src/mesa/program/prog_noise.c +++ b/src/mesa/program/prog_noise.c @@ -257,12 +257,12 @@ _mesa_noise2(GLfloat x, GLfloat y) float y0 = y - Y0; float x1, y1, x2, y2; - int ii, jj; + unsigned int ii, jj; float t0, t1, t2; /* For the 2D case, the simplex shape is an equilateral triangle. */ /* Determine which simplex we are in. */ - int i1, j1; /* Offsets for second (middle) corner of simplex in (i,j) coords */ + unsigned int i1, j1; /* Offsets for second (middle) corner of simplex in (i,j) coords */ if (x0 > y0) { i1 = 1; j1 = 0; @@ -282,8 +282,8 @@ _mesa_noise2(GLfloat x, GLfloat y) y2 = y0 - 1.0f + 2.0f * G2; /* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */ - ii = i % 256; - jj = j % 256; + ii = i & 0xff; + jj = j & 0xff; /* Calculate the contribution from the three corners */ t0 = 0.5f - x0 * x0 - y0 * y0; @@ -344,13 +344,13 @@ _mesa_noise3(GLfloat x, GLfloat y, GLfloat z) float z0 = z - Z0; float x1, y1, z1, x2, y2, z2, x3, y3, z3; - int ii, jj, kk; + unsigned int ii, jj, kk; float t0, t1, t2, t3; /* For the 3D case, the simplex shape is a slightly irregular tetrahedron. */ /* Determine which simplex we are in. */ - int i1, j1, k1; /* Offsets for second corner of simplex in (i,j,k) coords */ - int i2, j2, k2; /* Offsets for third corner of simplex in (i,j,k) coords */ + unsigned int i1, j1, k1; /* Offsets for second corner of simplex in (i,j,k) coords */ + unsigned int i2, j2, k2; /* Offsets for third corner of simplex in (i,j,k) coords */ /* This code would benefit from a backport from the GLSL version! */ if (x0 >= y0) { @@ -423,9 +423,9 @@ _mesa_noise3(GLfloat x, GLfloat y, GLfloat z) z3 = z0 - 1.0f + 3.0f * G3; /* Wrap the integer indices at 256 to avoid indexing perm[] out of bounds */ - ii = i % 256; - jj = j % 256; - kk = k % 256; + ii = i & 0xff; + jj = j & 0xff; + kk = k & 0xff; /* Calculate the contribution from the four corners */ t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0; @@ -522,12 +522,12 @@ _mesa_noise4(GLfloat x, GLfloat y, GLfloat z, GLfloat w) int c6 = (z0 > w0) ? 1 : 0; int c = c1 + c2 + c3 + c4 + c5 + c6; - int i1, j1, k1, l1; /* The integer offsets for the second simplex corner */ - int i2, j2, k2, l2; /* The integer offsets for the third simplex corner */ - int i3, j3, k3, l3; /* The integer offsets for the fourth simplex corner */ + unsigned int i1, j1, k1, l1; /* The integer offsets for the second simplex corner */ + unsigned int i2, j2, k2, l2; /* The integer offsets for the third simplex corner */ + unsigned int i3, j3, k3, l3; /* The integer offsets for the fourth simplex corner */ float x1, y1, z1, w1, x2, y2, z2, w2, x3, y3, z3, w3, x4, y4, z4, w4; - int ii, jj, kk, ll; + unsigned int ii, jj, kk, ll; float t0, t1, t2, t3, t4; /* @@ -573,10 +573,10 @@ _mesa_noise4(GLfloat x, GLfloat y, GLfloat z, GLfloat w) w4 = w0 - 1.0f + 4.0f * G4; /* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */ - ii = i % 256; - jj = j % 256; - kk = k % 256; - ll = l % 256; + ii = i & 0xff; + jj = j & 0xff; + kk = k & 0xff; + ll = l & 0xff; /* Calculate the contribution from the five corners */ t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;