Add tests for the OOB checks for vertex buffers
BUG=angleproject:1523
Change-Id: I9ec9fefc635d0338285b430152586fdd39f227c5
Reviewed-on: https://chromium-review.googlesource.com/422964
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/tests/gl_tests/WebGLCompatibilityTest.cpp b/src/tests/gl_tests/WebGLCompatibilityTest.cpp
index 3e6aed6..c95d791 100644
--- a/src/tests/gl_tests/WebGLCompatibilityTest.cpp
+++ b/src/tests/gl_tests/WebGLCompatibilityTest.cpp
@@ -39,6 +39,10 @@
PFNGLREQUESTEXTENSIONANGLEPROC glRequestExtensionANGLE = nullptr;
};
+class WebGL2CompatibilityTest : public WebGLCompatibilityTest
+{
+};
+
// Context creation would fail if EGL_ANGLE_create_context_webgl_compatibility was not available so
// the GL extension should always be present
TEST_P(WebGLCompatibilityTest, ExtensionStringExposed)
@@ -164,7 +168,7 @@
glUseProgram(program.get());
const auto &vertices = GetQuadVertices();
- glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, vertices.data());
+ glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 4, vertices.data());
glEnableVertexAttribArray(posLocation);
ASSERT_GL_NO_ERROR();
@@ -300,6 +304,121 @@
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
+// Test the checks for OOB reads in the vertex buffers, non-instanced version
+TEST_P(WebGLCompatibilityTest, DrawArraysBufferOutOfBoundsNonInstanced)
+{
+ 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 buffer;
+ glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
+ glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
+
+ glEnableVertexAttribArray(posLocation);
+
+ const uint8_t* zeroOffset = nullptr;
+
+ // Test touching the last element is valid.
+ glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
+ glDrawArrays(GL_POINTS, 0, 4);
+ ASSERT_GL_NO_ERROR();
+
+ // Test touching the last element + 1 is invalid.
+ glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
+ glDrawArrays(GL_POINTS, 0, 4);
+ EXPECT_GL_ERROR(GL_INVALID_OPERATION);
+
+ // Test touching the last element is valid, using a stride.
+ glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
+ glDrawArrays(GL_POINTS, 0, 4);
+ ASSERT_GL_NO_ERROR();
+
+ // Test touching the last element + 1 is invalid, using a stride.
+ glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
+ glDrawArrays(GL_POINTS, 0, 4);
+ EXPECT_GL_ERROR(GL_INVALID_OPERATION);
+
+ // Test any offset is valid if no vertices are drawn.
+ glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
+ glDrawArrays(GL_POINTS, 0, 0);
+ ASSERT_GL_NO_ERROR();
+}
+
+// Test the checks for OOB reads in the vertex buffers, instanced version
+TEST_P(WebGL2CompatibilityTest, DrawArraysBufferOutOfBoundsInstanced)
+{
+ 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 buffer;
+ glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
+ glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
+
+ glEnableVertexAttribArray(posLocation);
+ glVertexAttribDivisor(posLocation, 1);
+
+ const uint8_t* zeroOffset = nullptr;
+
+ // Test touching the last element is valid.
+ glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
+ glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
+ ASSERT_GL_NO_ERROR();
+
+ // Test touching the last element + 1 is invalid.
+ glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
+ glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
+ EXPECT_GL_ERROR(GL_INVALID_OPERATION);
+
+ // Test touching the last element is valid, using a stride.
+ glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
+ glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
+ ASSERT_GL_NO_ERROR();
+
+ // Test touching the last element + 1 is invalid, using a stride.
+ glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
+ glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
+ EXPECT_GL_ERROR(GL_INVALID_OPERATION);
+
+ // Test any offset is valid if no vertices are drawn.
+ glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
+ glDrawArraysInstanced(GL_POINTS, 0, 1, 0);
+ ASSERT_GL_NO_ERROR();
+}
+
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
ANGLE_INSTANTIATE_TEST(WebGLCompatibilityTest,
@@ -312,4 +431,9 @@
ES2_OPENGLES(),
ES3_OPENGLES());
+ANGLE_INSTANTIATE_TEST(WebGL2CompatibilityTest,
+ ES3_D3D11(),
+ ES3_OPENGL(),
+ ES3_OPENGLES());
+
} // namespace