Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-winehq
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-winehq
Commits
c38df594
Commit
c38df594
authored
Mar 18, 2024
by
Zebediah Figura
Committed by
Alexandre Julliard
Mar 21, 2024
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
wined3d: Avoid leaking string buffers in shader_glsl_load_bindless_samplers().
Wine-Bug:
https://bugs.winehq.org/show_bug.cgi?id=56445
parent
3b12583d
Show whitespace changes
Inline
Side-by-side
Showing
1 changed file
with
3 additions
and
1 deletion
+3
-1
glsl_shader.c
dlls/wined3d/glsl_shader.c
+3
-1
No files found.
dlls/wined3d/glsl_shader.c
View file @
c38df594
...
...
@@ -10760,17 +10760,19 @@ static void shader_glsl_update_graphics_program(struct shader_glsl_priv *priv,
static
void
shader_glsl_load_bindless_samplers
(
struct
shader_glsl_priv
*
priv
,
struct
wined3d_context_gl
*
context_gl
,
const
struct
wined3d_state
*
state
,
enum
wined3d_shader_type
shader_type
)
{
struct
wined3d_string_buffer
*
sampler_name
=
string_buffer_get
(
&
priv
->
string_buffers
);
const
struct
wined3d_device_gl
*
device_gl
=
wined3d_device_gl
(
context_gl
->
c
.
device
);
const
struct
glsl_context_data
*
ctx_data
=
context_gl
->
c
.
shader_backend_data
;
const
struct
wined3d_shader
*
shader
=
state
->
shader
[
shader_type
];
const
struct
wined3d_gl_info
*
gl_info
=
context_gl
->
gl_info
;
const
char
*
prefix
=
shader_glsl_get_prefix
(
shader_type
);
struct
wined3d_string_buffer
*
sampler_name
;
/* Note that we don't use bindless samplers for FFP shaders. */
if
(
!
shader
)
return
;
sampler_name
=
string_buffer_get
(
&
priv
->
string_buffers
);
for
(
unsigned
int
i
=
0
;
i
<
shader
->
reg_maps
.
sampler_map
.
count
;
++
i
)
{
const
struct
wined3d_shader_sampler_map_entry
*
entry
=
&
shader
->
reg_maps
.
sampler_map
.
entries
[
i
];
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment