WebGL: Validate shader entry point names do not contain invalid characters.
Section 6.20 of the WebGL spec states that all shader-related entry points
that accept strings must validate that the string does not contain
characters that are not valid in ESSL.
TEST=conformance/misc/invalid-passed-params
BUG=2016
Change-Id: I220d9dd79c4b0e8e0195277093268b9e1e66f9d9
Reviewed-on: https://chromium-review.googlesource.com/519445
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/validationES2.cpp b/src/libANGLE/validationES2.cpp
index 4a922f0..8ec453d 100644
--- a/src/libANGLE/validationES2.cpp
+++ b/src/libANGLE/validationES2.cpp
@@ -781,6 +781,31 @@
}
}
+// Return true if a character belongs to the ASCII subset as defined in GLSL ES 1.0 spec section
+// 3.1.
+bool IsValidESSLCharacter(unsigned char c)
+{
+ // Printing characters are valid except " $ ` @ \ ' DEL.
+ if (c >= 32 && c <= 126 && c != '"' && c != '$' && c != '`' && c != '@' && c != '\\' &&
+ c != '\'')
+ {
+ return true;
+ }
+
+ // Horizontal tab, line feed, vertical tab, form feed, carriage return are also valid.
+ if (c >= 9 && c <= 13)
+ {
+ return true;
+ }
+
+ return false;
+}
+
+bool IsValidESSLString(const char *str, size_t len)
+{
+ return len == 0 || std::find_if_not(str, str + len, IsValidESSLCharacter) == str + len;
+}
+
} // anonymous namespace
bool ValidateES2TexImageParameters(Context *context,
@@ -2658,6 +2683,14 @@
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)))
+ {
+ context->handleError(Error(GL_INVALID_VALUE, "Uniform name contains invalid characters"));
+ return false;
+ }
+
if (strncmp(name, "gl_", 3) == 0)
{
context->handleError(
@@ -4002,6 +4035,14 @@
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)))
+ {
+ context->handleError(Error(GL_INVALID_VALUE, "Attribute name contains invalid characters"));
+ return false;
+ }
+
return GetValidProgram(context, program) != nullptr;
}
@@ -4732,6 +4773,14 @@
bool ValidateGetAttribLocation(ValidationContext *context, GLuint program, const GLchar *name)
{
+ // 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)))
+ {
+ context->handleError(Error(GL_INVALID_VALUE, "Attribute name contains invalid characters"));
+ return false;
+ }
+
Program *programObject = GetValidProgram(context, program);
if (!programObject)
@@ -4882,6 +4931,14 @@
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)))
+ {
+ context->handleError(Error(GL_INVALID_VALUE, "Uniform name contains invalid characters"));
+ return false;
+ }
+
Program *programObject = GetValidProgram(context, program);
if (!programObject)
@@ -5097,6 +5154,22 @@
return false;
}
+ // The WebGL spec (section 6.20) disallows strings containing invalid ESSL characters for
+ // shader-related entry points
+ if (context->getExtensions().webglCompatibility)
+ {
+ for (GLsizei i = 0; i < count; i++)
+ {
+ size_t len = length ? static_cast<size_t>(length[i]) : strlen(string[i]);
+ if (!IsValidESSLString(string[i], len))
+ {
+ context->handleError(
+ Error(GL_INVALID_VALUE, "Shader source contains invalid characters"));
+ return false;
+ }
+ }
+ }
+
Shader *shaderObject = GetValidShader(context, shader);
if (!shaderObject)
{
diff --git a/src/tests/gl_tests/WebGLCompatibilityTest.cpp b/src/tests/gl_tests/WebGLCompatibilityTest.cpp
index d0e87d1..cf720ba 100644
--- a/src/tests/gl_tests/WebGLCompatibilityTest.cpp
+++ b/src/tests/gl_tests/WebGLCompatibilityTest.cpp
@@ -837,6 +837,78 @@
}
}
+// Test that binding/querying uniforms and attributes with invalid names generates errors
+TEST_P(WebGLCompatibilityTest, InvalidAttributeAndUniformNames)
+{
+ const std::string validAttribName =
+ "abcdefghijklmnopqrstuvwxyz_ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890";
+ const std::string validUniformName =
+ "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ_1234567890";
+ const char invalidSet[] = {'"', '$', '`', '@', '\\', '\''};
+
+ std::string vert = "attribute float ";
+ vert += validAttribName;
+ vert +=
+ ";\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = vec4(1.0);\n"
+ "}\n";
+
+ std::string frag =
+ "precision highp float;\n"
+ "uniform vec4 ";
+ frag += validUniformName;
+ frag +=
+ ";\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = vec4(1.0);\n"
+ "}\n";
+
+ ANGLE_GL_PROGRAM(program, vert, frag);
+ EXPECT_GL_NO_ERROR();
+
+ for (char invalidChar : invalidSet)
+ {
+ std::string invalidName = validAttribName + invalidChar;
+ glGetAttribLocation(program, invalidName.c_str());
+ EXPECT_GL_ERROR(GL_INVALID_VALUE)
+ << "glGetAttribLocation unexpectedly succeeded for name \"" << invalidName << "\".";
+
+ glBindAttribLocation(program, 0, invalidName.c_str());
+ EXPECT_GL_ERROR(GL_INVALID_VALUE)
+ << "glBindAttribLocation unexpectedly succeeded for name \"" << invalidName << "\".";
+ }
+
+ for (char invalidChar : invalidSet)
+ {
+ std::string invalidName = validUniformName + invalidChar;
+ glGetUniformLocation(program, invalidName.c_str());
+ EXPECT_GL_ERROR(GL_INVALID_VALUE)
+ << "glGetUniformLocation unexpectedly succeeded for name \"" << invalidName << "\".";
+ }
+
+ for (char invalidChar : invalidSet)
+ {
+ std::string invalidAttribName = validAttribName + invalidChar;
+ const char *invalidVert[] = {
+ "attribute float ",
+ invalidAttribName.c_str(),
+ ";\n",
+ "void main()\n",
+ "{\n",
+ " gl_Position = vec4(1.0);\n",
+ "}\n",
+ };
+
+ GLuint shader = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(shader, static_cast<GLsizei>(ArraySize(invalidVert)), invalidVert, nullptr);
+ EXPECT_GL_ERROR(GL_INVALID_VALUE);
+ glDeleteShader(shader);
+ }
+}
+
// Test the checks for OOB reads in the vertex buffers, instanced version
TEST_P(WebGL2CompatibilityTest, DrawArraysBufferOutOfBoundsInstanced)
{