GL: Prevent memory stomp when shader has more samplers than allowed. Issue #704.
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@ -3706,9 +3706,19 @@ namespace bgfx { namespace gl
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case GL_IMAGE_CUBE:
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case GL_INT_IMAGE_CUBE:
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case GL_UNSIGNED_INT_IMAGE_CUBE:
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BX_TRACE("Sampler #%d at location %d.", m_numSamplers, loc);
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m_sampler[m_numSamplers] = loc;
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m_numSamplers++;
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if (m_numSamplers < BX_COUNTOF(m_sampler) )
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{
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BX_TRACE("Sampler #%d at location %d.", m_numSamplers, loc);
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m_sampler[m_numSamplers] = loc;
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m_numSamplers++;
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}
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else
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{
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BX_TRACE("Too many samplers (max: %d)! Sampler at location %d."
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, BX_COUNTOF(m_sampler)
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, loc
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);
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}
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break;
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default:
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