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author | Joshua Ashton <joshua@froggi.es> | 2020-06-26 23:31:30 +0300 |
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committer | Joshua Ashton <joshua@froggi.es> | 2020-06-29 15:53:49 +0300 |
commit | ab5060a7f26738f5fec27e48ca56ae02655d50c7 (patch) | |
tree | 74141838d0bf0d3ec9e5817c3049869478b0d24d | |
parent | 5e3127a0d5dff72dd5fc15d8136363f631d349f9 (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.c | 2 |
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; |