mesa: Prevent possible array out-of-bounds access by _mesa_light.
authorVinson Lee <vlee@vmware.com>
Mon, 4 Jan 2010 20:06:04 +0000 (12:06 -0800)
committerVinson Lee <vlee@vmware.com>
Mon, 4 Jan 2010 20:06:04 +0000 (12:06 -0800)
src/mesa/main/attrib.c

index 246c552..a14f71c 100644 (file)
@@ -1043,22 +1043,39 @@ _mesa_PopAttrib(void)
                   _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
               
                for (i = 0; i < ctx->Const.MaxLights; i++) {
-                 const struct gl_light *l = &light->Light[i];
+                  const struct gl_light *l = &light->Light[i];
                   _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
-                 _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
-                 _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
-                 _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
-                 _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
-                 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection);
-                 _mesa_light(ctx, i, GL_SPOT_EXPONENT, &l->SpotExponent);
-                 _mesa_light(ctx, i, GL_SPOT_CUTOFF, &l->SpotCutoff);
-                 _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION,
-                              &l->ConstantAttenuation);
-                 _mesa_light(ctx, i, GL_LINEAR_ATTENUATION,
-                              &l->LinearAttenuation);
-                 _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION,
-                              &l->QuadraticAttenuation);
-               }
+                  _mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
+                  _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
+                  _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
+                  _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
+                  _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection);
+                  {
+                     GLfloat p[4] = { 0 };
+                     p[0] = l->SpotExponent;
+                     _mesa_light(ctx, i, GL_SPOT_EXPONENT, p);
+                  }
+                  {
+                     GLfloat p[4] = { 0 };
+                     p[0] = l->SpotCutoff;
+                     _mesa_light(ctx, i, GL_SPOT_CUTOFF, p);
+                  }
+                  {
+                     GLfloat p[4] = { 0 };
+                     p[0] = l->ConstantAttenuation;
+                     _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p);
+                  }
+                  {
+                     GLfloat p[4] = { 0 };
+                     p[0] = l->LinearAttenuation;
+                     _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p);
+                  }
+                  {
+                     GLfloat p[4] = { 0 };
+                     p[0] = l->QuadraticAttenuation;
+                     _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p);
+                  }
+                }
                /* light model */
                _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,
                                   light->Model.Ambient);