Add additional ES2 and WebGL 1.0 Validation
Adds validation for various cases.
Adds corresponding unit tests.
Change-Id: I9451d286bcf2d6fa32de495e5d0bdec1eb5c955d
Reviewed-on: https://chromium-review.googlesource.com/633157
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/validationES2.cpp b/src/libANGLE/validationES2.cpp
index 88c2504..1020933 100644
--- a/src/libANGLE/validationES2.cpp
+++ b/src/libANGLE/validationES2.cpp
@@ -949,6 +949,45 @@
return true;
}
+bool ValidateWebGLNamePrefix(ValidationContext *context, const GLchar *name)
+{
+ ASSERT(context->isWebGL());
+
+ // WebGL 1.0 [Section 6.16] GLSL Constructs
+ // Identifiers starting with "webgl_" and "_webgl_" are reserved for use by WebGL.
+ if (strncmp(name, "webgl_", 6) == 0 || strncmp(name, "_webgl_", 7) == 0)
+ {
+ ANGLE_VALIDATION_ERR(context, InvalidOperation(), WebglBindAttribLocationReservedPrefix);
+ return false;
+ }
+
+ return true;
+}
+
+bool ValidateWebGLNameLength(ValidationContext *context, size_t length)
+{
+ ASSERT(context->isWebGL());
+
+ if (context->isWebGL1() && length > 256)
+ {
+ // WebGL 1.0 [Section 6.21] Maxmimum Uniform and Attribute Location Lengths
+ // WebGL imposes a limit of 256 characters on the lengths of uniform and attribute
+ // locations.
+ ANGLE_VALIDATION_ERR(context, InvalidValue(), WebglNameLengthLimitExceeded);
+
+ return false;
+ }
+ else if (length > 1024)
+ {
+ // WebGL 2.0 [Section 4.3.2] WebGL 2.0 imposes a limit of 1024 characters on the lengths of
+ // uniform and attribute locations.
+ ANGLE_VALIDATION_ERR(context, InvalidValue(), Webgl2NameLengthLimitExceeded);
+ return false;
+ }
+
+ return true;
+}
+
} // anonymous namespace
bool ValidateES2TexImageParameters(Context *context,
@@ -4284,12 +4323,22 @@
return false;
}
- // The WebGL spec (section 6.20) disallows strings containing invalid ESSL characters for
- // shader-related entry points
- if (context->getExtensions().webglCompatibility && !IsValidESSLString(name, strlen(name)))
+ if (context->isWebGL())
{
- ANGLE_VALIDATION_ERR(context, InvalidValue(), InvalidNameCharacters);
- return false;
+ const size_t length = strlen(name);
+
+ if (!IsValidESSLString(name, length))
+ {
+ // The WebGL spec (section 6.20) disallows strings containing invalid ESSL characters
+ // for shader-related entry points
+ ANGLE_VALIDATION_ERR(context, InvalidValue(), InvalidNameCharacters);
+ return false;
+ }
+
+ if (!ValidateWebGLNameLength(context, length) || !ValidateWebGLNamePrefix(context, name))
+ {
+ return false;
+ }
}
return GetValidProgram(context, program) != nullptr;