WebGLCompatibility: test for vertex OOB caused by indices
BUG=602688
Change-Id: I49a1a9b3753159c91058a7754534383fbc8a778e
Reviewed-on: https://chromium-review.googlesource.com/713740
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
diff --git a/src/tests/gl_tests/WebGLCompatibilityTest.cpp b/src/tests/gl_tests/WebGLCompatibilityTest.cpp
index ae4aa0f..9c7b537 100644
--- a/src/tests/gl_tests/WebGLCompatibilityTest.cpp
+++ b/src/tests/gl_tests/WebGLCompatibilityTest.cpp
@@ -815,7 +815,7 @@
// Verify that the context generates the correct error when the framebuffer attachments are
// different sizes
-TEST_P(WebGLCompatibilityTest, FramebufferAttachmentSizeMissmatch)
+TEST_P(WebGLCompatibilityTest, FramebufferAttachmentSizeMismatch)
{
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
@@ -1175,6 +1175,62 @@
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
+// Test the checks for OOB in vertex buffrs caused by indices
+TEST_P(WebGLCompatibilityTest, DrawElementsBufferOutOfBoundsInVertexBuffer)
+{
+ const std::string &vert =
+ "attribute float a_pos;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);\n"
+ "}\n";
+
+ const std::string &frag =
+ "precision highp float;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = vec4(1.0);\n"
+ "}\n";
+
+ ANGLE_GL_PROGRAM(program, vert, frag);
+
+ GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
+ ASSERT_NE(-1, posLocation);
+ glUseProgram(program.get());
+
+ GLBuffer vertexBuffer;
+ glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
+ glBufferData(GL_ARRAY_BUFFER, 8, nullptr, GL_STATIC_DRAW);
+
+ glEnableVertexAttribArray(posLocation);
+
+ const uint8_t *zeroOffset = nullptr;
+ const uint8_t testIndices[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 255};
+
+ glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset);
+
+ GLBuffer indexBuffer;
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(testIndices), testIndices, GL_STATIC_DRAW);
+ ASSERT_GL_NO_ERROR();
+
+ // Test touching the end of the vertex buffer is valid
+ glDrawElements(GL_POINTS, 1, GL_UNSIGNED_BYTE, zeroOffset + 7);
+ ASSERT_GL_NO_ERROR();
+
+ // Test touching just after the end of the vertex buffer is invalid
+ glDrawElements(GL_POINTS, 1, GL_UNSIGNED_BYTE, zeroOffset + 8);
+ EXPECT_GL_ERROR(GL_INVALID_OPERATION);
+
+ // Test touching the whole vertex buffer is valid
+ glDrawElements(GL_POINTS, 8, GL_UNSIGNED_BYTE, zeroOffset + 0);
+ ASSERT_GL_NO_ERROR();
+
+ // Test an index that would be negative
+ glDrawElements(GL_POINTS, 1, GL_UNSIGNED_BYTE, zeroOffset + 9);
+ EXPECT_GL_ERROR(GL_INVALID_OPERATION);
+}
+
// Test depth range with 'near' more or less than 'far.'
TEST_P(WebGLCompatibilityTest, DepthRange)
{
@@ -3036,7 +3092,7 @@
// Verify that errors are generated when the vertex shader intput doesn't match the bound attribute
// types
-TEST_P(WebGL2CompatibilityTest, VertexShaderAttributeTypeMissmatch)
+TEST_P(WebGL2CompatibilityTest, VertexShaderAttributeTypeMismatch)
{
const std::string vertexShader =
"#version 300 es\n"