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 <juhapekka.heikkila@gmail.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
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@ -257,12 +257,12 @@ _mesa_noise2(GLfloat x, GLfloat y)
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float y0 = y - Y0;
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float x1, y1, x2, y2;
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int ii, jj;
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unsigned int ii, jj;
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float t0, t1, t2;
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/* For the 2D case, the simplex shape is an equilateral triangle. */
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/* Determine which simplex we are in. */
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int i1, j1; /* Offsets for second (middle) corner of simplex in (i,j) coords */
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unsigned int i1, j1; /* Offsets for second (middle) corner of simplex in (i,j) coords */
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if (x0 > y0) {
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i1 = 1;
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j1 = 0;
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@ -282,8 +282,8 @@ _mesa_noise2(GLfloat x, GLfloat y)
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y2 = y0 - 1.0f + 2.0f * G2;
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/* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */
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ii = i % 256;
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jj = j % 256;
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ii = i & 0xff;
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jj = j & 0xff;
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/* Calculate the contribution from the three corners */
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t0 = 0.5f - x0 * x0 - y0 * y0;
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@ -344,13 +344,13 @@ _mesa_noise3(GLfloat x, GLfloat y, GLfloat z)
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float z0 = z - Z0;
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float x1, y1, z1, x2, y2, z2, x3, y3, z3;
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int ii, jj, kk;
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unsigned int ii, jj, kk;
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float t0, t1, t2, t3;
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/* For the 3D case, the simplex shape is a slightly irregular tetrahedron. */
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/* Determine which simplex we are in. */
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int i1, j1, k1; /* Offsets for second corner of simplex in (i,j,k) coords */
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int i2, j2, k2; /* Offsets for third corner of simplex in (i,j,k) coords */
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unsigned int i1, j1, k1; /* Offsets for second corner of simplex in (i,j,k) coords */
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unsigned int i2, j2, k2; /* Offsets for third corner of simplex in (i,j,k) coords */
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/* This code would benefit from a backport from the GLSL version! */
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if (x0 >= y0) {
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@ -423,9 +423,9 @@ _mesa_noise3(GLfloat x, GLfloat y, GLfloat z)
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z3 = z0 - 1.0f + 3.0f * G3;
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/* Wrap the integer indices at 256 to avoid indexing perm[] out of bounds */
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ii = i % 256;
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jj = j % 256;
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kk = k % 256;
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ii = i & 0xff;
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jj = j & 0xff;
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kk = k & 0xff;
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/* Calculate the contribution from the four corners */
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t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0;
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@ -522,12 +522,12 @@ _mesa_noise4(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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int c6 = (z0 > w0) ? 1 : 0;
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int c = c1 + c2 + c3 + c4 + c5 + c6;
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int i1, j1, k1, l1; /* The integer offsets for the second simplex corner */
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int i2, j2, k2, l2; /* The integer offsets for the third simplex corner */
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int i3, j3, k3, l3; /* The integer offsets for the fourth simplex corner */
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unsigned int i1, j1, k1, l1; /* The integer offsets for the second simplex corner */
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unsigned int i2, j2, k2, l2; /* The integer offsets for the third simplex corner */
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unsigned int i3, j3, k3, l3; /* The integer offsets for the fourth simplex corner */
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float x1, y1, z1, w1, x2, y2, z2, w2, x3, y3, z3, w3, x4, y4, z4, w4;
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int ii, jj, kk, ll;
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unsigned int ii, jj, kk, ll;
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float t0, t1, t2, t3, t4;
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/*
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@ -573,10 +573,10 @@ _mesa_noise4(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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w4 = w0 - 1.0f + 4.0f * G4;
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/* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */
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ii = i % 256;
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jj = j % 256;
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kk = k % 256;
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ll = l % 256;
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ii = i & 0xff;
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jj = j & 0xff;
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kk = k & 0xff;
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ll = l & 0xff;
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/* Calculate the contribution from the five corners */
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t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
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