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.
//
// RenderTarget11.cpp: Implements a DX11-specific wrapper for ID3D11View pointers
// retained by Renderbuffers.
#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
#include "libANGLE/Context.h"
#include "libANGLE/renderer/d3d/d3d11/Context11.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
namespace rx
{
namespace
{
bool GetTextureProperties(ID3D11Resource *resource, unsigned int *mipLevels, unsigned int *samples)
{
ID3D11Texture1D *texture1D = d3d11::DynamicCastComObject<ID3D11Texture1D>(resource);
if (texture1D)
{
D3D11_TEXTURE1D_DESC texDesc;
texture1D->GetDesc(&texDesc);
SafeRelease(texture1D);
*mipLevels = texDesc.MipLevels;
*samples = 0;
return true;
}
ID3D11Texture2D *texture2D = d3d11::DynamicCastComObject<ID3D11Texture2D>(resource);
if (texture2D)
{
D3D11_TEXTURE2D_DESC texDesc;
texture2D->GetDesc(&texDesc);
SafeRelease(texture2D);
*mipLevels = texDesc.MipLevels;
*samples = texDesc.SampleDesc.Count > 1 ? texDesc.SampleDesc.Count : 0;
return true;
}
ID3D11Texture3D *texture3D = d3d11::DynamicCastComObject<ID3D11Texture3D>(resource);
if (texture3D)
{
D3D11_TEXTURE3D_DESC texDesc;
texture3D->GetDesc(&texDesc);
SafeRelease(texture3D);
*mipLevels = texDesc.MipLevels;
*samples = 0;
return true;
}
return false;
}
unsigned int GetRTVSubresourceIndex(ID3D11Resource *resource, ID3D11RenderTargetView *view)
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
view->GetDesc(&rtvDesc);
unsigned int mipSlice = 0;
unsigned int arraySlice = 0;
switch (rtvDesc.ViewDimension)
{
case D3D11_RTV_DIMENSION_TEXTURE1D:
mipSlice = rtvDesc.Texture1D.MipSlice;
arraySlice = 0;
break;
case D3D11_RTV_DIMENSION_TEXTURE1DARRAY:
mipSlice = rtvDesc.Texture1DArray.MipSlice;
arraySlice = rtvDesc.Texture1DArray.FirstArraySlice;
break;
case D3D11_RTV_DIMENSION_TEXTURE2D:
mipSlice = rtvDesc.Texture2D.MipSlice;
arraySlice = 0;
break;
case D3D11_RTV_DIMENSION_TEXTURE2DARRAY:
mipSlice = rtvDesc.Texture2DArray.MipSlice;
arraySlice = rtvDesc.Texture2DArray.FirstArraySlice;
break;
case D3D11_RTV_DIMENSION_TEXTURE2DMS:
mipSlice = 0;
arraySlice = 0;
break;
case D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY:
mipSlice = 0;
arraySlice = rtvDesc.Texture2DMSArray.FirstArraySlice;
break;
case D3D11_RTV_DIMENSION_TEXTURE3D:
mipSlice = rtvDesc.Texture3D.MipSlice;
arraySlice = 0;
break;
case D3D11_RTV_DIMENSION_UNKNOWN:
case D3D11_RTV_DIMENSION_BUFFER:
UNIMPLEMENTED();
break;
default:
UNREACHABLE();
break;
}
unsigned int mipLevels, samples;
GetTextureProperties(resource, &mipLevels, &samples);
return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels);
}
unsigned int GetDSVSubresourceIndex(ID3D11Resource *resource, ID3D11DepthStencilView *view)
{
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
view->GetDesc(&dsvDesc);
unsigned int mipSlice = 0;
unsigned int arraySlice = 0;
switch (dsvDesc.ViewDimension)
{
case D3D11_DSV_DIMENSION_TEXTURE1D:
mipSlice = dsvDesc.Texture1D.MipSlice;
arraySlice = 0;
break;
case D3D11_DSV_DIMENSION_TEXTURE1DARRAY:
mipSlice = dsvDesc.Texture1DArray.MipSlice;
arraySlice = dsvDesc.Texture1DArray.FirstArraySlice;
break;
case D3D11_DSV_DIMENSION_TEXTURE2D:
mipSlice = dsvDesc.Texture2D.MipSlice;
arraySlice = 0;
break;
case D3D11_DSV_DIMENSION_TEXTURE2DARRAY:
mipSlice = dsvDesc.Texture2DArray.MipSlice;
arraySlice = dsvDesc.Texture2DArray.FirstArraySlice;
break;
case D3D11_DSV_DIMENSION_TEXTURE2DMS:
mipSlice = 0;
arraySlice = 0;
break;
case D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY:
mipSlice = 0;
arraySlice = dsvDesc.Texture2DMSArray.FirstArraySlice;
break;
case D3D11_DSV_DIMENSION_UNKNOWN:
UNIMPLEMENTED();
break;
default:
UNREACHABLE();
break;
}
unsigned int mipLevels, samples;
GetTextureProperties(resource, &mipLevels, &samples);
return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels);
}
GLenum GetSurfaceRTFormat(bool depth, SwapChain11 *swapChain)
{
return (depth ? swapChain->getDepthBufferInternalFormat()
: swapChain->getRenderTargetInternalFormat());
}
const d3d11::Format &GetSurfaceFormatSet(bool depth, SwapChain11 *swapChain, Renderer11 *renderer)
{
return d3d11::Format::Get(GetSurfaceRTFormat(depth, swapChain),
renderer->getRenderer11DeviceCaps());
}
} // anonymous namespace
RenderTarget11::RenderTarget11(const d3d11::Format &formatSet) : mFormatSet(formatSet) {}
RenderTarget11::~RenderTarget11() {}
TextureRenderTarget11::TextureRenderTarget11(d3d11::RenderTargetView &&rtv,
const TextureHelper11 &resource,
const d3d11::SharedSRV &srv,
const d3d11::SharedSRV &blitSRV,
GLenum internalFormat,
const d3d11::Format &formatSet,
GLsizei width,
GLsizei height,
GLsizei depth,
GLsizei samples)
: RenderTarget11(formatSet),
mWidth(width),
mHeight(height),
mDepth(depth),
mInternalFormat(internalFormat),
mSamples(samples),
mSubresourceIndex(0),
mTexture(resource),
mRenderTarget(std::move(rtv)),
mDepthStencil(),
mShaderResource(srv.makeCopy()),
mBlitShaderResource(blitSRV.makeCopy())
{
if (mRenderTarget.valid() && mTexture.valid())
{
mSubresourceIndex = GetRTVSubresourceIndex(mTexture.get(), mRenderTarget.get());
}
ASSERT(mFormatSet.formatID != angle::FormatID::NONE || mWidth == 0 || mHeight == 0);
}
TextureRenderTarget11::TextureRenderTarget11(d3d11::DepthStencilView &&dsv,
const TextureHelper11 &resource,
const d3d11::SharedSRV &srv,
GLenum internalFormat,
const d3d11::Format &formatSet,
GLsizei width,
GLsizei height,
GLsizei depth,
GLsizei samples)
: RenderTarget11(formatSet),
mWidth(width),
mHeight(height),
mDepth(depth),
mInternalFormat(internalFormat),
mSamples(samples),
mSubresourceIndex(0),
mTexture(resource),
mRenderTarget(),
mDepthStencil(std::move(dsv)),
mShaderResource(srv.makeCopy()),
mBlitShaderResource()
{
if (mDepthStencil.valid() && mTexture.valid())
{
mSubresourceIndex = GetDSVSubresourceIndex(mTexture.get(), mDepthStencil.get());
}
ASSERT(mFormatSet.formatID != angle::FormatID::NONE || mWidth == 0 || mHeight == 0);
}
TextureRenderTarget11::~TextureRenderTarget11() {}
const TextureHelper11 &TextureRenderTarget11::getTexture() const
{
return mTexture;
}
const d3d11::RenderTargetView &TextureRenderTarget11::getRenderTargetView() const
{
return mRenderTarget;
}
const d3d11::DepthStencilView &TextureRenderTarget11::getDepthStencilView() const
{
return mDepthStencil;
}
angle::Result TextureRenderTarget11::getShaderResourceView(const gl::Context *context,
const d3d11::SharedSRV **outSRV)
{
*outSRV = &mShaderResource;
return angle::Result::Continue;
}
angle::Result TextureRenderTarget11::getBlitShaderResourceView(const gl::Context *context,
const d3d11::SharedSRV **outSRV)
{
*outSRV = &mBlitShaderResource;
return angle::Result::Continue;
}
GLsizei TextureRenderTarget11::getWidth() const
{
return mWidth;
}
GLsizei TextureRenderTarget11::getHeight() const
{
return mHeight;
}
GLsizei TextureRenderTarget11::getDepth() const
{
return mDepth;
}
GLenum TextureRenderTarget11::getInternalFormat() const
{
return mInternalFormat;
}
GLsizei TextureRenderTarget11::getSamples() const
{
return mSamples;
}
unsigned int TextureRenderTarget11::getSubresourceIndex() const
{
return mSubresourceIndex;
}
SurfaceRenderTarget11::SurfaceRenderTarget11(SwapChain11 *swapChain,
Renderer11 *renderer,
bool depth)
: RenderTarget11(GetSurfaceFormatSet(depth, swapChain, renderer)),
mSwapChain(swapChain),
mDepth(depth)
{
ASSERT(mSwapChain);
}
SurfaceRenderTarget11::~SurfaceRenderTarget11() {}
GLsizei SurfaceRenderTarget11::getWidth() const
{
return mSwapChain->getWidth();
}
GLsizei SurfaceRenderTarget11::getHeight() const
{
return mSwapChain->getHeight();
}
GLsizei SurfaceRenderTarget11::getDepth() const
{
return 1;
}
GLenum SurfaceRenderTarget11::getInternalFormat() const
{
return GetSurfaceRTFormat(mDepth, mSwapChain);
}
GLsizei SurfaceRenderTarget11::getSamples() const
{
return mSwapChain->getSamples();
}
const TextureHelper11 &SurfaceRenderTarget11::getTexture() const
{
return (mDepth ? mSwapChain->getDepthStencilTexture() : mSwapChain->getOffscreenTexture());
}
const d3d11::RenderTargetView &SurfaceRenderTarget11::getRenderTargetView() const
{
ASSERT(!mDepth);
return mSwapChain->getRenderTarget();
}
const d3d11::DepthStencilView &SurfaceRenderTarget11::getDepthStencilView() const
{
ASSERT(mDepth);
return mSwapChain->getDepthStencil();
}
angle::Result SurfaceRenderTarget11::getShaderResourceView(const gl::Context *context,
const d3d11::SharedSRV **outSRV)
{
if (mDepth)
{
*outSRV = &mSwapChain->getDepthStencilShaderResource();
}
else
{
ANGLE_TRY(mSwapChain->getRenderTargetShaderResource(GetImplAs<Context11>(context), outSRV));
}
return angle::Result::Continue;
}
angle::Result SurfaceRenderTarget11::getBlitShaderResourceView(const gl::Context *context,
const d3d11::SharedSRV **outSRV)
{
// The SurfaceRenderTargetView format should always be such that the normal SRV works for blits.
return getShaderResourceView(context, outSRV);
}
unsigned int SurfaceRenderTarget11::getSubresourceIndex() const
{
return 0;
}
} // namespace rx