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authorJoshua Ashton <joshua@froggi.es>2020-06-26 23:31:30 +0300
committerJoshua Ashton <joshua@froggi.es>2020-06-29 15:53:49 +0300
commitab5060a7f26738f5fec27e48ca56ae02655d50c7 (patch)
tree74141838d0bf0d3ec9e5817c3049869478b0d24d
parent5e3127a0d5dff72dd5fc15d8136363f631d349f9 (diff)
vkd3d-shader: Fix potential buffer overrun for image_operandsfunny-errors-2
This would happen if you both sampled with both a texel offset and were LOD masked. Signed-off-by: Joshua Ashton <joshua@froggi.es>
-rw-r--r--libs/vkd3d-shader/spirv.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/libs/vkd3d-shader/spirv.c b/libs/vkd3d-shader/spirv.c
index bc190e2d..9847dd81 100644
--- a/libs/vkd3d-shader/spirv.c
+++ b/libs/vkd3d-shader/spirv.c
@@ -7874,7 +7874,7 @@ static void vkd3d_dxbc_compiler_emit_sample(struct vkd3d_dxbc_compiler *compiler
unsigned int image_operand_count = 0;
struct vkd3d_shader_image image;
unsigned int num_coordinates;
- uint32_t image_operands[3];
+ uint32_t image_operands[4];
DWORD coordinate_mask;
bool is_sparse_op;
SpvOp op;