Hash :
bb7740cc
Author :
Date :
2015-10-20T15:30:53
angle: prevent huge allocations when GL_MAX_VERTEX_ATTRIBS fails I'm not sure why yet, but when using angle in skia, getIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxVertexAttribs) sometimes fails, and when that happens we attempt to allocate and array with the size of maxVertexAttribs, which is uninitialized, which could be huge. Prevent this by initializing the variable. Also sweep through other similar calls and ensure that these use initialized values (test code has not been updated) BUG=skia:4380 Change-Id: If1f3cf72f2b2829ad3933637af8778d574a20f61 Reviewed-on: https://chromium-review.googlesource.com/307239 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tryjob-Request: Dian Xiang <dianx@google.com> Tested-by: Hendrik Wagenaar <hendrikw@chromium.org>
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//
// Copyright (c) 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.
//
// queryconversions.cpp: Implementation of state query cast conversions
#include "libANGLE/queryconversions.h"
#include <vector>
#include "libANGLE/Context.h"
#include "common/utilities.h"
namespace gl
{
namespace
{
GLint64 ExpandFloatToInteger(GLfloat value)
{
return static_cast<GLint64>((static_cast<double>(0xFFFFFFFFULL) * value - 1.0) / 2.0);
}
template <typename QueryT>
QueryT ClampToQueryRange(GLint64 value)
{
const GLint64 min = static_cast<GLint64>(std::numeric_limits<QueryT>::min());
const GLint64 max = static_cast<GLint64>(std::numeric_limits<QueryT>::max());
return static_cast<QueryT>(clamp(value, min, max));
}
template <typename QueryT, typename NativeT>
QueryT CastStateValueToInt(GLenum pname, NativeT value)
{
GLenum queryType = GLTypeToGLenum<QueryT>::value;
GLenum nativeType = GLTypeToGLenum<NativeT>::value;
if (nativeType == GL_FLOAT)
{
// RGBA color values and DepthRangeF values are converted to integer using Equation 2.4 from Table 4.5
if (pname == GL_DEPTH_RANGE || pname == GL_COLOR_CLEAR_VALUE || pname == GL_DEPTH_CLEAR_VALUE || pname == GL_BLEND_COLOR)
{
return ClampToQueryRange<QueryT>(ExpandFloatToInteger(static_cast<GLfloat>(value)));
}
else
{
return gl::iround<QueryT>(static_cast<GLfloat>(value));
}
}
// Clamp 64-bit int values when casting to int
if (nativeType == GL_INT_64_ANGLEX && queryType == GL_INT)
{
GLint64 minIntValue = static_cast<GLint64>(std::numeric_limits<GLint>::min());
GLint64 maxIntValue = static_cast<GLint64>(std::numeric_limits<GLint>::max());
GLint64 clampedValue = std::max(std::min(static_cast<GLint64>(value), maxIntValue), minIntValue);
return static_cast<QueryT>(clampedValue);
}
return static_cast<QueryT>(value);
}
template <typename QueryT, typename NativeT>
QueryT CastStateValue(GLenum pname, NativeT value)
{
GLenum queryType = GLTypeToGLenum<QueryT>::value;
switch (queryType)
{
case GL_INT:
return CastStateValueToInt<QueryT, NativeT>(pname, value);
case GL_INT_64_ANGLEX:
return CastStateValueToInt<QueryT, NativeT>(pname, value);
case GL_FLOAT:
return static_cast<QueryT>(value);
case GL_BOOL:
return static_cast<QueryT>(value == static_cast<NativeT>(0) ? GL_FALSE : GL_TRUE);
default:
UNREACHABLE();
return 0;
}
}
} // anonymous namespace
template <>
GLenum GLTypeToGLenum<GLint>::value = GL_INT;
template <>
GLenum GLTypeToGLenum<GLuint>::value = GL_UNSIGNED_INT;
template <>
GLenum GLTypeToGLenum<GLboolean>::value = GL_BOOL;
template <>
GLenum GLTypeToGLenum<GLint64>::value = GL_INT_64_ANGLEX;
template <>
GLenum GLTypeToGLenum<GLfloat>::value = GL_FLOAT;
template <typename QueryT>
void CastStateValues(Context *context, GLenum nativeType, GLenum pname,
unsigned int numParams, QueryT *outParams)
{
if (nativeType == GL_INT)
{
std::vector<GLint> intParams(numParams, 0);
context->getIntegerv(pname, intParams.data());
for (unsigned int i = 0; i < numParams; ++i)
{
outParams[i] = CastStateValue<QueryT>(pname, intParams[i]);
}
}
else if (nativeType == GL_BOOL)
{
std::vector<GLboolean> boolParams(numParams, GL_FALSE);
context->getBooleanv(pname, boolParams.data());
for (unsigned int i = 0; i < numParams; ++i)
{
outParams[i] = (boolParams[i] == GL_FALSE ? static_cast<QueryT>(0) : static_cast<QueryT>(1));
}
}
else if (nativeType == GL_FLOAT)
{
std::vector<GLfloat> floatParams(numParams, 0.0f);
context->getFloatv(pname, floatParams.data());
for (unsigned int i = 0; i < numParams; ++i)
{
outParams[i] = CastStateValue<QueryT>(pname, floatParams[i]);
}
}
else if (nativeType == GL_INT_64_ANGLEX)
{
std::vector<GLint64> int64Params(numParams, 0);
context->getInteger64v(pname, int64Params.data());
for (unsigned int i = 0; i < numParams; ++i)
{
outParams[i] = CastStateValue<QueryT>(pname, int64Params[i]);
}
}
else UNREACHABLE();
}
// Explicit template instantiation (how we export template functions in different files)
// The calls below will make CastStateValues successfully link with the GL state query types
// The GL state query API types are: bool, int, uint, float, int64
template void CastStateValues<GLboolean>(Context *, GLenum, GLenum, unsigned int, GLboolean *);
template void CastStateValues<GLint>(Context *, GLenum, GLenum, unsigned int, GLint *);
template void CastStateValues<GLuint>(Context *, GLenum, GLenum, unsigned int, GLuint *);
template void CastStateValues<GLfloat>(Context *, GLenum, GLenum, unsigned int, GLfloat *);
template void CastStateValues<GLint64>(Context *, GLenum, GLenum, unsigned int, GLint64 *);
}