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OpenGL: Fixing an ancient out of bounds memory read bug
#rb Dmitriy.Dyomin #preflight 62d16db6af68cd745b73200e #ROBOMERGE-AUTHOR: allan.bentham #ROBOMERGE-SOURCE: CL 21110218 via CL 21110230 via CL 21110245 via CL 21110253 via CL 21110262 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824) [CL 21111976 by robomerge in ue5-main branch]
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@@ -138,13 +138,14 @@ struct FOpenGLShaderBindings
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bEqual &= FMemory::Memcmp(A.PackedGlobalArrays.GetData(),B.PackedGlobalArrays.GetData(),A.PackedGlobalArrays.GetTypeSize()*A.PackedGlobalArrays.Num()) == 0;
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for (int32 Item = 0; Item < A.PackedUniformBuffers.Num(); Item++)
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for (int32 Item = 0; bEqual && Item < A.PackedUniformBuffers.Num(); Item++)
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{
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const TArray<CrossCompiler::FPackedArrayInfo> &ArrayA = A.PackedUniformBuffers[Item];
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const TArray<CrossCompiler::FPackedArrayInfo> &ArrayB = B.PackedUniformBuffers[Item];
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const TArray<CrossCompiler::FPackedArrayInfo>& ArrayA = A.PackedUniformBuffers[Item];
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const TArray<CrossCompiler::FPackedArrayInfo>& ArrayB = B.PackedUniformBuffers[Item];
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bEqual &= FMemory::Memcmp(ArrayA.GetData(),ArrayB.GetData(),ArrayA.GetTypeSize()*ArrayA.Num()) == 0;
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bEqual = bEqual && (ArrayA.Num() == ArrayB.Num()) && (FMemory::Memcmp(ArrayA.GetData(), ArrayB.GetData(), ArrayA.GetTypeSize() * ArrayA.Num()) == 0);
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}
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for (int32 Item = 0; bEqual && Item < A.InputVaryings.Num(); Item++)
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{
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