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out-of-bounds-index-buffers-after-copying.html (8244B)


      1 <!--
      2 Copyright (c) 2019 The Khronos Group Inc.
      3 Use of this source code is governed by an MIT-style license that can be
      4 found in the LICENSE.txt file.
      5 -->
      6 <!DOCTYPE html>
      7 <html>
      8 <head>
      9 <meta charset="utf-8">
     10 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
     11 <script src="../../js/js-test-pre.js"></script>
     12 <script src="../../js/webgl-test-utils.js"></script>
     13 <title>WebGL Out-of-Bounds Index Buffer Caused by CopyBufferSubData Conformance Test</title>
     14 </head>
     15 <body>
     16 <canvas id="canvas" width="8" height="8" style="width: 100px; height: 100px;"></canvas>
     17 <div id="description"></div>
     18 <div id="console"></div>
     19 <script id="vsCheckOutOfBounds" type="x-shader/x-vertex">
     20    #define TEST_CASE_IN_BOUND 1
     21    #define TEST_CASE_OUT_OF_BOUND 2
     22 
     23    precision mediump float;
     24    attribute vec2 position;
     25    attribute vec4 vecRandom;
     26    varying vec4 v_color;
     27    uniform int u_testCase;
     28 
     29    bool testFloatComponentAccurate(float component) {
     30        return component == 0.2;
     31    }
     32    // Per the spec, each component can either contain existing contents
     33    // of the buffer or 0.
     34    bool testFloatComponent(float component) {
     35        return (component == 0.2 || component == 0.0);
     36    }
     37    // The last component is additionally allowed to be 1.0.
     38    bool testLastFloatComponent(float component) {
     39        return testFloatComponent(component) || component == 1.0;
     40    }
     41 
     42    bool testData(vec4 data) {
     43        if (u_testCase == TEST_CASE_IN_BOUND) {
     44            return (testFloatComponentAccurate(data.x) &&
     45                    testFloatComponentAccurate(data.y) &&
     46                    testFloatComponentAccurate(data.z) &&
     47                    testFloatComponentAccurate(data.w));
     48        } else if (u_testCase == TEST_CASE_OUT_OF_BOUND) {
     49            return (testFloatComponent(data.x) &&
     50                    testFloatComponent(data.y) &&
     51                    testFloatComponent(data.z) &&
     52                    testLastFloatComponent(data.w));
     53        }
     54        return false;
     55    }
     56 
     57    void main() {
     58        if (testData(vecRandom)) {
     59            v_color = vec4(0.0, 1.0, 0.0, 1.0); // green -- We're good
     60        } else {
     61            v_color = vec4(1.0, 0.0, 0.0, 1.0); // red -- Unexpected value
     62        }
     63        gl_Position = vec4(position, 0.0, 1.0);
     64    }
     65 </script>
     66 <script>
     67 "use strict";
     68 description("This test verifies that out-of-bounds index buffers caused by CopyBufferSubData behave according to spec.");
     69 
     70 // Ensure that drawElements flags either no error or INVALID_OPERATION. In the case of INVALID_OPERATION,
     71 // no canvas pixels can be touched.  In the case of NO_ERROR, all written values must either be the
     72 // zero vertex or a value in the vertex buffer.  See vsCheckOutOfBounds shader.
     73 function verifyOutOfBoundsIndex(gl) {
     74    var error = gl.getError();
     75    if (error === gl.INVALID_OPERATION) {
     76        testPassed("drawElements flagged INVALID_OPERATION, which is valid so long as all canvas pixels were not touched.");
     77        wtu.checkCanvas(gl, [0, 0, 255, 255]);
     78    } else if (error === gl.NO_ERROR) {
     79        testPassed("drawElements flagged NO_ERROR, which is valid so long as all canvas pixels are green.");
     80        wtu.checkCanvas(gl, [0, 255, 0, 255]);
     81    } else {
     82        testFailed("Invalid error flagged by drawElements. Should be INVALID_OPERATION or NO_ERROR");
     83    }
     84 }
     85 
     86 // Create an element array buffer with a tri-strip that starts at startIndex and make
     87 // it the active element array buffer.
     88 function prepareElementArrayBuffer(gl, startIndex) {
     89    var glElementArrayBuffer = gl.createBuffer();
     90    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, glElementArrayBuffer);
     91    var quadIndices = new Uint16Array(4);
     92    for (var i = 0; i < quadIndices.length; i++) {
     93        quadIndices[i] = startIndex + i;
     94    }
     95    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, quadIndices, gl.STATIC_DRAW);
     96    return glElementArrayBuffer;
     97 }
     98 
     99 
    100 var wtu = WebGLTestUtils;
    101 var canvas = document.getElementById("canvas");
    102 var gl = wtu.create3DContext(canvas, {antialias: false}, 2);
    103 
    104 var numberOfQuads = 200;
    105 
    106 // Create a vertex buffer with 200 properly formed tri-strip quads. These quads will cover the canvas texture
    107 // such that every single pixel is touched by the fragment shader.
    108 var quadBuffer = gl.createBuffer();
    109 gl.bindBuffer(gl.ARRAY_BUFFER, quadBuffer);
    110 var quadPositions = new Float32Array(numberOfQuads * /*ComponentsPerQuad*/2 * /*VerticesPerQuad*/4);
    111 for (var i = 0; i < quadPositions.length; i += /*ComponentsPerQuad*/2 * /*VerticesPerQuad*/4) {
    112    quadPositions[i+0] = -1.0;  // upper left
    113    quadPositions[i+1] =  1.0;
    114    quadPositions[i+2] =  1.0;  // upper right
    115    quadPositions[i+3] =  1.0;
    116    quadPositions[i+4] = -1.0;  // lower left
    117    quadPositions[i+5] = -1.0;
    118    quadPositions[i+6] =  1.0;  // lower right
    119    quadPositions[i+7] = -1.0;
    120 }
    121 gl.bufferData(gl.ARRAY_BUFFER, quadPositions, gl.STATIC_DRAW);
    122 gl.enableVertexAttribArray(0);
    123 gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
    124 
    125 // Create a small vertex buffer with determined-ahead-of-time "random" values (0.2). This buffer will be
    126 // the one indexed off the end.
    127 var vertexBuffer = gl.createBuffer();
    128 gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
    129 gl.bufferData(gl.ARRAY_BUFFER,
    130              new Float32Array([0.2, 0.2, 0.2, 0.2,
    131                                0.2, 0.2, 0.2, 0.2,
    132                                0.2, 0.2, 0.2, 0.2,
    133                                0.2, 0.2, 0.2, 0.2]),
    134              gl.STATIC_DRAW);
    135 gl.enableVertexAttribArray(1);
    136 gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 0, 0);
    137 
    138 // Setup the verification program.
    139 var program = wtu.setupProgram(gl, ["vsCheckOutOfBounds", wtu.simpleVertexColorFragmentShader], ["position", "vecRandom"]);
    140 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Shader and buffer setup should generate no errors");
    141 var loc = gl.getUniformLocation(program, "u_testCase");
    142 shouldBeNonNull(loc);
    143 
    144 debug("");
    145 debug("Test -- Vertex indices are in bounds.");
    146 gl.uniform1i(loc, 1);  // TEST_CASE_IN_BOUND == 1
    147 gl.clearColor(0.0, 0.0, 1.0, 1.0);  // Start with blue to indicate no pixels touched.
    148 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    149 var elementArrayBuffer = prepareElementArrayBuffer(gl, /*StartIndex*/0);
    150 gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_SHORT, /*offset*/0);
    151 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Draw call should generate no errors");
    152 wtu.checkCanvas(gl, [0, 255, 0, 255]);
    153 
    154 debug("");
    155 debug("Test -- Index off the end of the vertex buffer near the beginning of the out of bounds area.");
    156 gl.uniform1i(loc, 2);  // TEST_CASE_OUT_OF_BOUND == 2
    157 gl.clearColor(0.0, 0.0, 1.0, 1.0);  // Start with blue to indicate no pixels touched.
    158 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    159 var outOfBoundsElementArrayBuffer = prepareElementArrayBuffer(gl, /*StartIndex*/4);
    160 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, outOfBoundsElementArrayBuffer);
    161 gl.bindBuffer(gl.COPY_WRITE_BUFFER, elementArrayBuffer);
    162 gl.copyBufferSubData(gl.ELEMENT_ARRAY_BUFFER, gl.COPY_WRITE_BUFFER, 0, 0, 4 * Uint16Array.BYTES_PER_ELEMENT);
    163 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "copyBufferSubData should generate no errors");
    164 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementArrayBuffer);
    165 gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_SHORT, /*offset*/0);
    166 verifyOutOfBoundsIndex(gl);
    167 
    168 debug("");
    169 debug("Test -- Index off the end of the vertex buffer near the end of the out of bounds area.")
    170 gl.uniform1i(loc, 2);  // TEST_CASE_OUT_OF_BOUND == 2
    171 gl.clearColor(0.0, 0.0, 1.0, 1.0);  // Start with blue to indicate no pixels touched.
    172 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    173 outOfBoundsElementArrayBuffer = prepareElementArrayBuffer(gl, /*StartIndex*/numberOfQuads - 4);
    174 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementArrayBuffer);
    175 gl.bindBuffer(gl.COPY_READ_BUFFER, outOfBoundsElementArrayBuffer);
    176 gl.copyBufferSubData(gl.COPY_READ_BUFFER, gl.ELEMENT_ARRAY_BUFFER, 0, 0, 4 * Uint16Array.BYTES_PER_ELEMENT);
    177 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "copyBufferSubData should generate no errors");
    178 gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_SHORT, /*offset*/0);
    179 verifyOutOfBoundsIndex(gl);
    180 
    181 debug("");
    182 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Running tests should generate no errors");
    183 var successfullyParsed = true;
    184 </script>
    185 <script src="../../js/js-test-post.js"></script>
    186 </body>
    187 </html>