http://developer.download.nvidia.com/opengl/specs/GL_ARB_robust_buffer_access_behavior.txt … aka. "If you ask us to, when your shader accesses out of bound data, we won't give you data from other programs".
@shuffle2 no, but I can't accidentally access another program's data if I index OOB. I SEGV instead, and that's the default.
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@delroth_ not completely analogous, but the point was that such issues normally don't segv -
@shuffle2 right, but they're still isolated to one program. Security wise, this is completely different. - 1 more reply
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