Hash :
39e88e6e
Author :
Date :
2022-06-29T13:48:14
Handle OOM in SwapChain11::getRenderTargetShaderResource SwapChain11::getRenderTargetShaderResource has a code path where it allocates a new texture if the current one has insufficient flags. When this happens, the return value of the texture allocation is not checked, leading to a nullptr crash. Since texture allocation can fail in the case of OOM, we need to handle the failure and propogate the error to callers. Bug: angleproject:7442 Change-Id: I686d84ace669c461e8f7ef66bb0e6c4466f1c5ff Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3736687 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
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//
// Copyright 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.
//
// SwapChain11.h: Defines a back-end specific class for the D3D11 swap chain.
#ifndef LIBANGLE_RENDERER_D3D_D3D11_SWAPCHAIN11_H_
#define LIBANGLE_RENDERER_D3D_D3D11_SWAPCHAIN11_H_
#include "common/angleutils.h"
#include "libANGLE/renderer/d3d/SwapChainD3D.h"
#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
namespace rx
{
class Renderer11;
class NativeWindow11;
class SwapChain11 final : public SwapChainD3D
{
public:
SwapChain11(Renderer11 *renderer,
NativeWindow11 *nativeWindow,
HANDLE shareHandle,
IUnknown *d3dTexture,
GLenum backBufferFormat,
GLenum depthBufferFormat,
EGLint orientation,
EGLint samples);
~SwapChain11() override;
EGLint resize(DisplayD3D *displayD3D, EGLint backbufferWidth, EGLint backbufferHeight) override;
EGLint reset(DisplayD3D *displayD3D,
EGLint backbufferWidth,
EGLint backbufferHeight,
EGLint swapInterval) override;
EGLint swapRect(DisplayD3D *displayD3D,
EGLint x,
EGLint y,
EGLint width,
EGLint height) override;
void recreate() override;
RenderTargetD3D *getColorRenderTarget() override;
RenderTargetD3D *getDepthStencilRenderTarget() override;
const TextureHelper11 &getOffscreenTexture();
const d3d11::RenderTargetView &getRenderTarget();
angle::Result getRenderTargetShaderResource(d3d::Context *context,
const d3d11::SharedSRV **outSRV);
const TextureHelper11 &getDepthStencilTexture();
const d3d11::DepthStencilView &getDepthStencil();
const d3d11::SharedSRV &getDepthStencilShaderResource();
EGLint getWidth() const { return mWidth; }
EGLint getHeight() const { return mHeight; }
void *getKeyedMutex() override;
EGLint getSamples() const { return mEGLSamples; }
egl::Error getSyncValues(EGLuint64KHR *ust, EGLuint64KHR *msc, EGLuint64KHR *sbc) override;
private:
void release();
angle::Result initPassThroughResources(DisplayD3D *displayD3D);
void releaseOffscreenColorBuffer();
void releaseOffscreenDepthBuffer();
EGLint resetOffscreenBuffers(DisplayD3D *displayD3D, int backbufferWidth, int backbufferHeight);
EGLint resetOffscreenColorBuffer(DisplayD3D *displayD3D,
int backbufferWidth,
int backbufferHeight);
EGLint resetOffscreenDepthBuffer(DisplayD3D *displayD3D,
int backbufferWidth,
int backbufferHeight);
DXGI_FORMAT getSwapChainNativeFormat() const;
EGLint copyOffscreenToBackbuffer(DisplayD3D *displayD3D,
EGLint x,
EGLint y,
EGLint width,
EGLint height);
EGLint present(DisplayD3D *displayD3D, EGLint x, EGLint y, EGLint width, EGLint height);
UINT getD3DSamples() const;
Renderer11 *mRenderer;
EGLint mWidth;
EGLint mHeight;
const EGLint mOrientation;
bool mAppCreatedShareHandle;
unsigned int mSwapInterval;
bool mPassThroughResourcesInit;
NativeWindow11 *mNativeWindow; // Handler for the Window that the surface is created for.
bool mFirstSwap;
IDXGISwapChain *mSwapChain;
IDXGISwapChain1 *mSwapChain1;
IDXGIKeyedMutex *mKeyedMutex;
TextureHelper11 mBackBufferTexture;
d3d11::RenderTargetView mBackBufferRTView;
d3d11::SharedSRV mBackBufferSRView;
const bool mNeedsOffscreenTexture;
TextureHelper11 mOffscreenTexture;
d3d11::RenderTargetView mOffscreenRTView;
d3d11::SharedSRV mOffscreenSRView;
bool mNeedsOffscreenTextureCopy;
TextureHelper11 mOffscreenTextureCopyForSRV;
TextureHelper11 mDepthStencilTexture;
d3d11::DepthStencilView mDepthStencilDSView;
d3d11::SharedSRV mDepthStencilSRView;
d3d11::Buffer mQuadVB;
d3d11::SamplerState mPassThroughSampler;
d3d11::InputLayout mPassThroughIL;
d3d11::VertexShader mPassThroughVS;
d3d11::PixelShader mPassThroughOrResolvePS;
d3d11::RasterizerState mPassThroughRS;
SurfaceRenderTarget11 mColorRenderTarget;
SurfaceRenderTarget11 mDepthStencilRenderTarget;
EGLint mEGLSamples;
LONGLONG mQPCFrequency;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_SWAPCHAIN11_H_