vkd3d-shader: Fix potential buffer overrun for image_operands

This would happen if you both sampled with both a texel offset and were LOD masked.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
This commit is contained in:
Joshua Ashton 2020-06-26 21:31:30 +01:00
parent 5e3127a0d5
commit ab5060a7f2
1 changed files with 1 additions and 1 deletions

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@ -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;