From ab5060a7f26738f5fec27e48ca56ae02655d50c7 Mon Sep 17 00:00:00 2001 From: Joshua Ashton Date: Fri, 26 Jun 2020 21:31:30 +0100 Subject: [PATCH] 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 --- libs/vkd3d-shader/spirv.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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;