Hash :
18e323ab
Author :
Date :
2018-05-11T16:54:17
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>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89
//
// Copyright 2014 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.
//
// BufferD3D.h: Defines the rx::BufferD3D class, an implementation of BufferImpl.
#ifndef LIBANGLE_RENDERER_D3D_BUFFERD3D_H_
#define LIBANGLE_RENDERER_D3D_BUFFERD3D_H_
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/BufferImpl.h"
#include <stdint.h>
#include <vector>
namespace gl
{
struct VertexAttribute;
class VertexBinding;
}
namespace rx
{
class BufferFactoryD3D;
class StaticIndexBufferInterface;
class StaticVertexBufferInterface;
enum class D3DBufferUsage
{
STATIC,
DYNAMIC,
};
class BufferD3D : public BufferImpl
{
public:
BufferD3D(const gl::BufferState &state, BufferFactoryD3D *factory);
~BufferD3D() override;
unsigned int getSerial() const { return mSerial; }
virtual size_t getSize() const = 0;
virtual bool supportsDirectBinding() const = 0;
virtual gl::Error markTransformFeedbackUsage(const gl::Context *context) = 0;
virtual gl::Error getData(const gl::Context *context, const uint8_t **outData) = 0;
// Warning: you should ensure binding really matches attrib.bindingIndex before using this
// function.
StaticVertexBufferInterface *getStaticVertexBuffer(const gl::VertexAttribute &attribute,
const gl::VertexBinding &binding);
StaticIndexBufferInterface *getStaticIndexBuffer();
virtual void initializeStaticData(const gl::Context *context);
virtual void invalidateStaticData(const gl::Context *context);
void promoteStaticUsage(const gl::Context *context, size_t dataSize);
gl::Error getIndexRange(const gl::Context *context,
GLenum type,
size_t offset,
size_t count,
bool primitiveRestartEnabled,
gl::IndexRange *outRange) override;
BufferFactoryD3D *getFactory() const { return mFactory; }
D3DBufferUsage getUsage() const { return mUsage; }
protected:
void updateSerial();
void updateD3DBufferUsage(const gl::Context *context, gl::BufferUsage usage);
void emptyStaticBufferCache();
BufferFactoryD3D *mFactory;
unsigned int mSerial;
static unsigned int mNextSerial;
std::vector<std::unique_ptr<StaticVertexBufferInterface>> mStaticVertexBuffers;
StaticIndexBufferInterface *mStaticIndexBuffer;
unsigned int mStaticBufferCacheTotalSize;
unsigned int mStaticVertexBufferOutOfDate;
size_t mUnmodifiedDataUse;
D3DBufferUsage mUsage;
};
}
#endif // LIBANGLE_RENDERER_D3D_BUFFERD3D_H_