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kc3-lang/angle/src/tests/gl_tests/RobustBufferAccessBehaviorTest.cpp

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  • Author : Jamie Madill
    Date : 2018-05-11 16:54:17
    Hash : 18e323ab
    Message : D3D11: Fix out-of-range access with robust access. When using a vertex buffer with DYNAMIC usage, with robust buffer access enabled, we would sometimes read out-of-bounds when using very large values for the index range. An unchecked signed addition would overflow and lead to reading a negative offset. Fix this problem by keeping the value size_t whenever possible. Also do clamped casts when converting to a smaller values. Also adds a regression test. Bug: chromium:842028 Change-Id: Ie630ac857c6acfc0bace849a03eebfbaa2fbe89a Reviewed-on: https://chromium-review.googlesource.com/1055928 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/tests/gl_tests/RobustBufferAccessBehaviorTest.cpp
  • //
    // Copyright 2017 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.
    //
    // RobustBufferAccessBehaviorTest:
    //   Various tests related for GL_KHR_robust_buffer_access_behavior.
    //
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    #include <array>
    
    using namespace angle;
    
    namespace
    {
    
    class RobustBufferAccessBehaviorTest : public ANGLETest
    {
      protected:
        RobustBufferAccessBehaviorTest() : mProgram(0), mTestAttrib(-1)
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void TearDown() override
        {
            glDeleteProgram(mProgram);
            ANGLETest::TearDown();
        }
    
        bool initExtension()
        {
            EGLWindow *window  = getEGLWindow();
            EGLDisplay display = window->getDisplay();
            if (!eglDisplayExtensionEnabled(display, "EGL_EXT_create_context_robustness"))
            {
                return false;
            }
    
            ANGLETest::TearDown();
            setRobustAccess(true);
            ANGLETest::SetUp();
            if (!extensionEnabled("GL_KHR_robust_buffer_access_behavior"))
            {
                return false;
            }
            return true;
        }
    
        void initBasicProgram()
        {
            const std::string &vsCheckOutOfBounds =
                "precision mediump float;\n"
                "attribute vec4 position;\n"
                "attribute vec4 vecRandom;\n"
                "varying vec4 v_color;\n"
                "bool testFloatComponent(float component) {\n"
                "    return (component == 0.2 || component == 0.0);\n"
                "}\n"
                "bool testLastFloatComponent(float component) {\n"
                "    return testFloatComponent(component) || component == 1.0;\n"
                "}\n"
                "void main() {\n"
                "    if (testFloatComponent(vecRandom.x) &&\n"
                "        testFloatComponent(vecRandom.y) &&\n"
                "        testFloatComponent(vecRandom.z) &&\n"
                "        testLastFloatComponent(vecRandom.w)) {\n"
                "        v_color = vec4(0.0, 1.0, 0.0, 1.0);\n"
                "    } else {\n"
                "        v_color = vec4(1.0, 0.0, 0.0, 1.0);\n"
                "    }\n"
                "    gl_Position = position;\n"
                "}\n";
    
            const std::string &fragmentShaderSource =
                "precision mediump float;\n"
                "varying vec4 v_color;\n"
                "void main() {\n"
                "    gl_FragColor = v_color;\n"
                "}\n";
    
            mProgram = CompileProgram(vsCheckOutOfBounds, fragmentShaderSource);
            ASSERT_NE(0u, mProgram);
    
            mTestAttrib = glGetAttribLocation(mProgram, "vecRandom");
            ASSERT_NE(-1, mTestAttrib);
    
            glUseProgram(mProgram);
        }
    
        void runIndexOutOfRangeTests(GLenum drawType)
        {
            if (mProgram == 0)
            {
                initBasicProgram();
            }
    
            GLBuffer bufferIncomplete;
            glBindBuffer(GL_ARRAY_BUFFER, bufferIncomplete);
            std::array<GLfloat, 12> randomData = {
                {0.2f, 0.2f, 0.2f, 0.2f, 0.2f, 0.2f, 0.2f, 0.2f, 0.2f, 0.2f, 0.2f, 0.2f}};
            glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * randomData.size(), randomData.data(),
                         drawType);
    
            glEnableVertexAttribArray(mTestAttrib);
            glVertexAttribPointer(mTestAttrib, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
    
            glClearColor(0.0, 0.0, 1.0, 1.0);
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
            drawIndexedQuad(mProgram, "position", 0.5f);
    
            int width     = getWindowWidth();
            int height    = getWindowHeight();
            GLenum result = glGetError();
            // For D3D dynamic draw, we still return invalid operation. Once we force the index buffer
            // to clamp any out of range indices instead of invalid operation, this part can be removed.
            // We can always get GL_NO_ERROR.
            if (result == GL_INVALID_OPERATION)
            {
                EXPECT_PIXEL_COLOR_EQ(width * 1 / 4, height * 1 / 4, GLColor::blue);
                EXPECT_PIXEL_COLOR_EQ(width * 1 / 4, height * 3 / 4, GLColor::blue);
                EXPECT_PIXEL_COLOR_EQ(width * 3 / 4, height * 1 / 4, GLColor::blue);
                EXPECT_PIXEL_COLOR_EQ(width * 3 / 4, height * 3 / 4, GLColor::blue);
            }
            else
            {
                EXPECT_GLENUM_EQ(GL_NO_ERROR, result);
                EXPECT_PIXEL_COLOR_EQ(width * 1 / 4, height * 1 / 4, GLColor::green);
                EXPECT_PIXEL_COLOR_EQ(width * 1 / 4, height * 3 / 4, GLColor::green);
                EXPECT_PIXEL_COLOR_EQ(width * 3 / 4, height * 1 / 4, GLColor::green);
                EXPECT_PIXEL_COLOR_EQ(width * 3 / 4, height * 3 / 4, GLColor::green);
            }
        }
    
        GLuint mProgram;
        GLint mTestAttrib;
    };
    
    // Test that static draw with out-of-bounds reads will not read outside of the data store of the
    // buffer object and will not result in GL interruption or termination when
    // GL_KHR_robust_buffer_access_behavior is supported.
    TEST_P(RobustBufferAccessBehaviorTest, DrawElementsIndexOutOfRangeWithStaticDraw)
    {
        ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsWindows() && IsOpenGL());
        ANGLE_SKIP_TEST_IF(!initExtension());
    
        runIndexOutOfRangeTests(GL_STATIC_DRAW);
    }
    
    // Test that dynamic draw with out-of-bounds reads will not read outside of the data store of the
    // buffer object and will not result in GL interruption or termination when
    // GL_KHR_robust_buffer_access_behavior is supported.
    TEST_P(RobustBufferAccessBehaviorTest, DrawElementsIndexOutOfRangeWithDynamicDraw)
    {
        ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsWindows() && IsOpenGL());
        ANGLE_SKIP_TEST_IF(!initExtension());
    
        runIndexOutOfRangeTests(GL_DYNAMIC_DRAW);
    }
    
    // Test that vertex buffers are rebound with the correct offsets in subsequent calls in the D3D11
    // backend.  http://crbug.com/837002
    TEST_P(RobustBufferAccessBehaviorTest, D3D11StateSynchronizationOrderBug)
    {
        ANGLE_SKIP_TEST_IF(!initExtension());
    
        glDisable(GL_DEPTH_TEST);
    
        // 2 quads, the first one red, the second one green
        const std::array<angle::Vector4, 16> vertices{
            angle::Vector4(-1.0f, 1.0f, 0.5f, 1.0f),   // v0
            angle::Vector4(1.0f, 0.0f, 0.0f, 1.0f),    // c0
            angle::Vector4(-1.0f, -1.0f, 0.5f, 1.0f),  // v1
            angle::Vector4(1.0f, 0.0f, 0.0f, 1.0f),    // c1
            angle::Vector4(1.0f, -1.0f, 0.5f, 1.0f),   // v2
            angle::Vector4(1.0f, 0.0f, 0.0f, 1.0f),    // c2
            angle::Vector4(1.0f, 1.0f, 0.5f, 1.0f),    // v3
            angle::Vector4(1.0f, 0.0f, 0.0f, 1.0f),    // c3
    
            angle::Vector4(-1.0f, 1.0f, 0.5f, 1.0f),   // v4
            angle::Vector4(0.0f, 1.0f, 0.0f, 1.0f),    // c4
            angle::Vector4(-1.0f, -1.0f, 0.5f, 1.0f),  // v5
            angle::Vector4(0.0f, 1.0f, 0.0f, 1.0f),    // c5
            angle::Vector4(1.0f, -1.0f, 0.5f, 1.0f),   // v6
            angle::Vector4(0.0f, 1.0f, 0.0f, 1.0f),    // c6
            angle::Vector4(1.0f, 1.0f, 0.5f, 1.0f),    // v7
            angle::Vector4(0.0f, 1.0f, 0.0f, 1.0f),    // c7
        };
    
        GLBuffer vb;
        glBindBuffer(GL_ARRAY_BUFFER, vb);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices.data(), GL_STATIC_DRAW);
    
        const std::array<GLushort, 12> indicies{
            0, 1, 2, 0, 2, 3,  // quad0
            4, 5, 6, 4, 6, 7,  // quad1
        };
    
        GLBuffer ib;
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies.data(), GL_STATIC_DRAW);
    
        constexpr char kVS[] = R"(
    precision highp float;
    attribute vec4 a_position;
    attribute vec4 a_color;
    
    varying vec4 v_color;
    
    void main()
    {
        gl_Position = a_position;
        v_color = a_color;
    })";
    
        constexpr char kFS[] = R"(
    precision highp float;
    varying vec4 v_color;
    
    void main()
    {
        gl_FragColor = v_color;
    })";
    
        ANGLE_GL_PROGRAM(program, kVS, kFS);
        glUseProgram(program);
    
        GLint positionLocation = glGetAttribLocation(program, "a_position");
        glEnableVertexAttribArray(positionLocation);
        glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, sizeof(angle::Vector4) * 2, 0);
    
        GLint colorLocation = glGetAttribLocation(program, "a_color");
        glEnableVertexAttribArray(colorLocation);
        glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, sizeof(angle::Vector4) * 2,
                              reinterpret_cast<const void *>(sizeof(angle::Vector4)));
    
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT,
                       reinterpret_cast<const void *>(sizeof(GLshort) * 6));
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT,
                       reinterpret_cast<const void *>(sizeof(GLshort) * 6));
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Covers drawing with a very large vertex range which overflows GLsizei. http://crbug.com/842028
    TEST_P(RobustBufferAccessBehaviorTest, VeryLargeVertexCountWithDynamicVertexData)
    {
        ANGLE_SKIP_TEST_IF(!initExtension());
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_element_index_uint"));
    
        constexpr GLsizei kIndexCount           = 32;
        std::array<GLuint, kIndexCount> indices = {{}};
        for (GLsizei index = 0; index < kIndexCount; ++index)
        {
            indices[index] = ((std::numeric_limits<GLuint>::max() - 2) / kIndexCount) * index;
        }
    
        GLBuffer indexBuffer;
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), indices.data(),
                     GL_STATIC_DRAW);
    
        std::array<GLfloat, 256> vertexData = {{}};
    
        GLBuffer vertexBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, vertexData.size() * sizeof(GLfloat), vertexData.data(),
                     GL_DYNAMIC_DRAW);
    
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
        glUseProgram(program);
    
        GLint attribLoc = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
        ASSERT_NE(-1, attribLoc);
    
        glVertexAttribPointer(attribLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(attribLoc);
        ASSERT_GL_NO_ERROR();
    
        glDrawElements(GL_TRIANGLES, kIndexCount, GL_UNSIGNED_INT, nullptr);
    
        // This may or may not generate an error, but it should not crash.
    }
    
    ANGLE_INSTANTIATE_TEST(RobustBufferAccessBehaviorTest,
                           ES2_D3D9(),
                           ES2_D3D11_FL9_3(),
                           ES2_D3D11(),
                           ES3_D3D11(),
                           ES31_D3D11(),
                           ES2_OPENGL(),
                           ES3_OPENGL(),
                           ES31_OPENGL(),
                           ES2_OPENGLES(),
                           ES3_OPENGLES(),
                           ES31_OPENGLES());
    
    }  // namespace