Fix OOB write in matrix constructor
In a matrix constructor that takes a number of components, as many
components as necessary must be taken, with the rest discarded, as GLSL
allows more components than necessary to be specified. For example, the
following:
mat4 m4 = mat4(v4, v4.yzwx, v4.zwx, v4.zwxy, v4.wxyz);
is equivalent to:
mat4 m4 = mat4(v4, v4.yzwx, v4.zwx, v4.zwxy, v4.w);
glslang takes the components from the constructor and builds the single
components of the matrix in a 2D array before constructing the matrix
itself. It however did not check for extra parameters and was thus
writing OOB to said 2D array. This is fixed in this change
Signed-off-by: Shahbaz Youssefi <shabbyx@gmail.com>
This commit is contained in:
@@ -2543,7 +2543,7 @@ Id Builder::createMatrixConstructor(Decoration precision, const std::vector<Id>&
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int row = 0;
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int col = 0;
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for (int arg = 0; arg < (int)sources.size(); ++arg) {
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for (int arg = 0; arg < (int)sources.size() && col < numCols; ++arg) {
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Id argComp = sources[arg];
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for (int comp = 0; comp < getNumComponents(sources[arg]); ++comp) {
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if (getNumComponents(sources[arg]) > 1) {
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@@ -2555,6 +2555,10 @@ Id Builder::createMatrixConstructor(Decoration precision, const std::vector<Id>&
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row = 0;
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col++;
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}
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if (col == numCols) {
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// If more components are provided than fit the matrix, discard the rest.
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break;
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}
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}
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}
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}
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