Commit fb57c04c by Jamie Madill Committed by Commit Bot

Validate that attrib offsets don't overflow buffers.

During draw calls, we wouldn't add the current attrib offset to the required draw call size when checking attributes. This could lead to us producing warnings in the D3D11 runtime, and miss returning some errors. BUG=angleproject:1339 Change-Id: I03555be396df46f83d96dfb34fbcb145169625e8 Reviewed-on: https://chromium-review.googlesource.com/331807Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
parent fc4712b5
......@@ -68,13 +68,16 @@ bool ValidateDrawAttribs(ValidationContext *context, GLint primcount, GLint maxV
GLint64 attribSize =
static_cast<GLint64>(ComputeVertexAttributeTypeSize(attrib));
GLint64 attribDataSize = (maxVertexElement - 1) * attribStride + attribSize;
GLint64 attribOffset = static_cast<GLint64>(attrib.offset);
// [OpenGL ES 3.0.2] section 2.9.4 page 40:
// We can return INVALID_OPERATION if our vertex attribute does not have
// enough backing data.
if (attribDataSize > buffer->getSize())
if (attribDataSize + attribOffset > buffer->getSize())
{
context->recordError(Error(GL_INVALID_OPERATION));
context->recordError(
Error(GL_INVALID_OPERATION,
"Vertex buffer is not big enough for the draw call"));
return false;
}
}
......@@ -2017,7 +2020,7 @@ bool ValidateDrawElements(ValidationContext *context,
return false;
}
if (!ValidateDrawAttribs(context, primcount, static_cast<GLsizei>(indexRangeOut->end)))
if (!ValidateDrawAttribs(context, primcount, static_cast<GLint>(indexRangeOut->vertexCount())))
{
return false;
}
......
......@@ -67,16 +67,61 @@ class VertexAttributeTest : public ANGLETest
IMMEDIATE,
};
struct TestData
{
struct TestData final : angle::NonCopyable
{
TestData(GLenum typeIn,
GLboolean normalizedIn,
Source sourceIn,
const void *inputDataIn,
const GLfloat *expectedDataIn)
: type(typeIn),
normalized(normalizedIn),
bufferOffset(0),
source(Source::BUFFER),
inputData(inputDataIn),
expectedData(expectedDataIn)
{
}
GLenum type;
GLboolean normalized;
size_t bufferOffset;
Source source;
const void *inputData;
const GLfloat *expectedData;
};
void setupTest(const TestData &test, GLint typeSize)
{
if (mProgram == 0)
{
initBasicProgram();
}
if (test.source == Source::BUFFER)
{
GLsizei dataSize = mVertexCount * TypeStride(test.type) * typeSize;
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, dataSize, test.inputData, GL_STATIC_DRAW);
glVertexAttribPointer(mTestAttrib, typeSize, test.type, test.normalized, 0,
reinterpret_cast<GLvoid *>(test.bufferOffset));
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
else
{
ASSERT_EQ(Source::IMMEDIATE, test.source);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexAttribPointer(mTestAttrib, typeSize, test.type, test.normalized, 0,
test.inputData);
}
glVertexAttribPointer(mExpectedAttrib, typeSize, GL_FLOAT, GL_FALSE, 0, test.expectedData);
glEnableVertexAttribArray(mTestAttrib);
glEnableVertexAttribArray(mExpectedAttrib);
}
void runTest(const TestData &test)
{
// TODO(geofflang): Figure out why this is broken on AMD OpenGL
......@@ -100,29 +145,7 @@ class VertexAttributeTest : public ANGLETest
for (GLint i = 0; i < 4; i++)
{
GLint typeSize = i + 1;
if (test.source == Source::BUFFER)
{
GLsizei dataSize = mVertexCount * TypeStride(test.type) * typeSize;
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, dataSize, test.inputData, GL_STATIC_DRAW);
glVertexAttribPointer(mTestAttrib, typeSize, test.type, test.normalized, 0,
nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
else
{
ASSERT_EQ(Source::IMMEDIATE, test.source);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexAttribPointer(mTestAttrib, typeSize, test.type, test.normalized, 0,
test.inputData);
}
glVertexAttribPointer(mExpectedAttrib, typeSize, GL_FLOAT, GL_FALSE, 0,
test.expectedData);
glEnableVertexAttribArray(mTestAttrib);
glEnableVertexAttribArray(mExpectedAttrib);
setupTest(test, typeSize);
drawQuad(mProgram, "position", 0.5f);
......@@ -250,7 +273,7 @@ TEST_P(VertexAttributeTest, UnsignedByteUnnormalized)
expectedData[i] = inputData[i];
}
TestData data = {GL_UNSIGNED_BYTE, GL_FALSE, Source::IMMEDIATE, inputData, expectedData};
TestData data(GL_UNSIGNED_BYTE, GL_FALSE, Source::IMMEDIATE, inputData, expectedData);
runTest(data);
}
......@@ -263,7 +286,7 @@ TEST_P(VertexAttributeTest, UnsignedByteNormalized)
expectedData[i] = Normalize(inputData[i]);
}
TestData data = {GL_UNSIGNED_BYTE, GL_TRUE, Source::IMMEDIATE, inputData, expectedData};
TestData data(GL_UNSIGNED_BYTE, GL_TRUE, Source::IMMEDIATE, inputData, expectedData);
runTest(data);
}
......@@ -276,7 +299,7 @@ TEST_P(VertexAttributeTest, ByteUnnormalized)
expectedData[i] = inputData[i];
}
TestData data = {GL_BYTE, GL_FALSE, Source::IMMEDIATE, inputData, expectedData};
TestData data(GL_BYTE, GL_FALSE, Source::IMMEDIATE, inputData, expectedData);
runTest(data);
}
......@@ -289,7 +312,7 @@ TEST_P(VertexAttributeTest, ByteNormalized)
expectedData[i] = Normalize(inputData[i]);
}
TestData data = {GL_BYTE, GL_TRUE, Source::IMMEDIATE, inputData, expectedData};
TestData data(GL_BYTE, GL_TRUE, Source::IMMEDIATE, inputData, expectedData);
runTest(data);
}
......@@ -302,7 +325,7 @@ TEST_P(VertexAttributeTest, UnsignedShortUnnormalized)
expectedData[i] = inputData[i];
}
TestData data = {GL_UNSIGNED_SHORT, GL_FALSE, Source::IMMEDIATE, inputData, expectedData};
TestData data(GL_UNSIGNED_SHORT, GL_FALSE, Source::IMMEDIATE, inputData, expectedData);
runTest(data);
}
......@@ -315,7 +338,7 @@ TEST_P(VertexAttributeTest, UnsignedShortNormalized)
expectedData[i] = Normalize(inputData[i]);
}
TestData data = {GL_UNSIGNED_SHORT, GL_TRUE, Source::IMMEDIATE, inputData, expectedData};
TestData data(GL_UNSIGNED_SHORT, GL_TRUE, Source::IMMEDIATE, inputData, expectedData);
runTest(data);
}
......@@ -328,7 +351,7 @@ TEST_P(VertexAttributeTest, ShortUnnormalized)
expectedData[i] = inputData[i];
}
TestData data = {GL_SHORT, GL_FALSE, Source::IMMEDIATE, inputData, expectedData};
TestData data(GL_SHORT, GL_FALSE, Source::IMMEDIATE, inputData, expectedData);
runTest(data);
}
......@@ -341,7 +364,7 @@ TEST_P(VertexAttributeTest, ShortNormalized)
expectedData[i] = Normalize(inputData[i]);
}
TestData data = {GL_SHORT, GL_TRUE, Source::IMMEDIATE, inputData, expectedData};
TestData data(GL_SHORT, GL_TRUE, Source::IMMEDIATE, inputData, expectedData);
runTest(data);
}
......@@ -362,7 +385,7 @@ TEST_P(VertexAttributeTestES3, IntUnnormalized)
expectedData[i] = static_cast<GLfloat>(inputData[i]);
}
TestData data = {GL_INT, GL_FALSE, Source::BUFFER, inputData, expectedData};
TestData data(GL_INT, GL_FALSE, Source::BUFFER, inputData, expectedData);
runTest(data);
}
......@@ -377,7 +400,7 @@ TEST_P(VertexAttributeTestES3, IntNormalized)
expectedData[i] = Normalize(inputData[i]);
}
TestData data = {GL_INT, GL_TRUE, Source::BUFFER, inputData, expectedData};
TestData data(GL_INT, GL_TRUE, Source::BUFFER, inputData, expectedData);
runTest(data);
}
......@@ -393,7 +416,7 @@ TEST_P(VertexAttributeTestES3, UnsignedIntUnnormalized)
expectedData[i] = static_cast<GLfloat>(inputData[i]);
}
TestData data = {GL_UNSIGNED_INT, GL_FALSE, Source::BUFFER, inputData, expectedData};
TestData data(GL_UNSIGNED_INT, GL_FALSE, Source::BUFFER, inputData, expectedData);
runTest(data);
}
......@@ -409,7 +432,7 @@ TEST_P(VertexAttributeTestES3, UnsignedIntNormalized)
expectedData[i] = Normalize(inputData[i]);
}
TestData data = {GL_UNSIGNED_INT, GL_TRUE, Source::BUFFER, inputData, expectedData};
TestData data(GL_UNSIGNED_INT, GL_TRUE, Source::BUFFER, inputData, expectedData);
runTest(data);
}
......@@ -484,6 +507,44 @@ TEST_P(VertexAttributeTest, SimpleBindAttribLocation)
EXPECT_PIXEL_NEAR(0, 0, 128, 0, 0, 255, 1);
}
// Verify that drawing with a large out-of-range offset generates INVALID_OPERATION.
TEST_P(VertexAttributeTest, DrawArraysBufferTooSmall)
{
GLfloat inputData[mVertexCount];
GLfloat expectedData[mVertexCount];
for (size_t count = 0; count < mVertexCount; ++count)
{
inputData[count] = static_cast<GLfloat>(count);
expectedData[count] = inputData[count];
}
TestData data(GL_FLOAT, GL_FALSE, Source::BUFFER, inputData, expectedData);
data.bufferOffset = mVertexCount * TypeStride(GL_FLOAT);
setupTest(data, 1);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Verify that index draw with an out-of-range offset generates INVALID_OPERATION.
TEST_P(VertexAttributeTest, DrawElementsBufferTooSmall)
{
GLfloat inputData[mVertexCount];
GLfloat expectedData[mVertexCount];
for (size_t count = 0; count < mVertexCount; ++count)
{
inputData[count] = static_cast<GLfloat>(count);
expectedData[count] = inputData[count];
}
TestData data(GL_FLOAT, GL_FALSE, Source::BUFFER, inputData, expectedData);
data.bufferOffset = (mVertexCount - 3) * TypeStride(GL_FLOAT);
setupTest(data, 1);
drawIndexedQuad(mProgram, "position", 0.5f);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
class VertexAttributeCachingTest : public VertexAttributeTest
{
protected:
......
......@@ -65,7 +65,11 @@ std::ostream &operator<<(std::ostream &ostream, const GLColor &color)
} // namespace angle
ANGLETest::ANGLETest()
: mEGLWindow(nullptr), mWidth(16), mHeight(16), mIgnoreD3D11SDKLayersWarnings(false)
: mEGLWindow(nullptr),
mWidth(16),
mHeight(16),
mIgnoreD3D11SDKLayersWarnings(false),
mQuadVertexBuffer(0)
{
mEGLWindow =
new EGLWindow(GetParam().majorVersion, GetParam().minorVersion, GetParam().eglParameters);
......@@ -73,6 +77,10 @@ ANGLETest::ANGLETest()
ANGLETest::~ANGLETest()
{
if (mQuadVertexBuffer)
{
glDeleteBuffers(1, &mQuadVertexBuffer);
}
SafeDelete(mEGLWindow);
}
......@@ -183,6 +191,58 @@ void ANGLETest::drawQuad(GLuint program,
glUseProgram(0);
}
void ANGLETest::drawIndexedQuad(GLuint program,
const std::string &positionAttribName,
GLfloat positionAttribZ)
{
drawIndexedQuad(program, positionAttribName, positionAttribZ, 1.0f);
}
void ANGLETest::drawIndexedQuad(GLuint program,
const std::string &positionAttribName,
GLfloat positionAttribZ,
GLfloat positionAttribXYScale)
{
GLint positionLocation = glGetAttribLocation(program, positionAttribName.c_str());
glUseProgram(program);
GLuint prevBinding = 0;
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, reinterpret_cast<GLint *>(&prevBinding));
if (mQuadVertexBuffer == 0)
{
glGenBuffers(1, &mQuadVertexBuffer);
const GLfloat vertices[] = {
-1.0f * positionAttribXYScale, 1.0f * positionAttribXYScale, positionAttribZ,
-1.0f * positionAttribXYScale, -1.0f * positionAttribXYScale, positionAttribZ,
1.0f * positionAttribXYScale, -1.0f * positionAttribXYScale, positionAttribZ,
1.0f * positionAttribXYScale, 1.0f * positionAttribXYScale, positionAttribZ,
};
glBindBuffer(GL_ARRAY_BUFFER, mQuadVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * 4, vertices, GL_STATIC_DRAW);
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, mQuadVertexBuffer);
}
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
glBindBuffer(GL_ARRAY_BUFFER, prevBinding);
const GLushort indices[] = {
0, 1, 2, 0, 2, 3,
};
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
glDisableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, NULL);
glUseProgram(0);
}
GLuint ANGLETest::compileShader(GLenum type, const std::string &source)
{
GLuint shader = glCreateShader(type);
......
......@@ -114,6 +114,14 @@ class ANGLETest : public ::testing::TestWithParam<angle::PlatformParameters>
const std::string &positionAttribName,
GLfloat positionAttribZ,
GLfloat positionAttribXYScale);
void drawIndexedQuad(GLuint program,
const std::string &positionAttribName,
GLfloat positionAttribZ);
void drawIndexedQuad(GLuint program,
const std::string &positionAttribName,
GLfloat positionAttribZ,
GLfloat positionAttribXYScale);
static GLuint compileShader(GLenum type, const std::string &source);
static bool extensionEnabled(const std::string &extName);
static bool eglClientExtensionEnabled(const std::string &extName);
......@@ -154,6 +162,9 @@ class ANGLETest : public ::testing::TestWithParam<angle::PlatformParameters>
bool mIgnoreD3D11SDKLayersWarnings;
// Used for indexed quad rendering
GLuint mQuadVertexBuffer;
static OSWindow *mOSWindow;
};
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment