Reject large arrays in GLSL
The compiler tries to allocate arrays of uniforms before it checks their size. So large arrays will cause the compiler to allocate all of its memory.
This change makes the compiler reject oversized arrays and returns a compilation error.
Bug chromium:872321
Change-Id: I3441232cca129bd2abd181990bec457ad7f43d05
Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/29333Tested-by:
Sean Risser <srisser@google.com>
Presubmit-Ready: Sean Risser <srisser@google.com>
Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
Reviewed-by:
Alexis Hétu <sugoi@google.com>
Reviewed-by:
Nicolas Capens <nicolascapens@google.com>
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