Hash :
66ebd014
Author :
Date :
2012-05-30T22:18:11
Add the SH_TIMING_RESTRICTIONS compile flag and dependency graph implementation. Description of the algorithm: http://code.google.com/p/mvujovic/wiki/ShaderControlFlowAnalysis This flag is one potential solution to timing attacks on textures containing cross-domain content or user agent data. This kind of analysis could be useful for both WebGL and CSS Shaders. The SH_TIMING_RESTRICTIONS flag will reject a shader if it uses texture dependent data to affect control flow. Other ways of affecting shader timing such as using NaNs in basic arithmetic operations or using built-in functions (e.g. atan) with different inputs are still under investigation. Issue=329 Review URL: http://codereview.appspot.com/6195062/ git-svn-id: https://angleproject.googlecode.com/svn/trunk@1101 736b8ea6-26fd-11df-bfd4-992fa37f6226
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//
// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#ifndef COMPILER_TIMING_RESTRICT_FRAGMENT_SHADER_TIMING_H_
#define COMPILER_TIMING_RESTRICT_FRAGMENT_SHADER_TIMING_H_
#include "GLSLANG/ShaderLang.h"
#include "compiler/intermediate.h"
#include "compiler/depgraph/DependencyGraph.h"
class TInfoSinkBase;
class RestrictFragmentShaderTiming : TDependencyGraphTraverser {
public:
RestrictFragmentShaderTiming(TInfoSinkBase& sink, const TString& restrictedSymbol)
: mSink(sink)
, mRestrictedSymbol(restrictedSymbol)
, mNumErrors(0) {}
void enforceRestrictions(const TDependencyGraph& graph);
int numErrors() const { return mNumErrors; }
virtual void visitArgument(TGraphArgument* parameter);
virtual void visitSelection(TGraphSelection* selection);
virtual void visitLoop(TGraphLoop* loop);
virtual void visitLogicalOp(TGraphLogicalOp* logicalOp);
private:
void beginError(const TIntermNode* node);
void validateUserDefinedFunctionCallUsage(const TDependencyGraph& graph);
TInfoSinkBase& mSink;
const TString mRestrictedSymbol;
int mNumErrors;
};
#endif // COMPILER_TIMING_RESTRICT_FRAGMENT_SHADER_TIMING_H_