Files
electron/patches/angle/cherry-pick-a08731cf6d70.patch
2026-03-09 19:26:52 -05:00

240 lines
9.3 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Shahbaz Youssefi <syoussefi@chromium.org>
Date: Thu, 19 Feb 2026 14:42:08 -0500
Subject: Vulkan: Avoid overflow in texture size calculation
Bug: chromium:485622239
Change-Id: Idf9847afa0aa2e72b6433ac8348ae2820c1ad8c5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/7595734
Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
diff --git a/src/libANGLE/renderer/vulkan/TextureVk.cpp b/src/libANGLE/renderer/vulkan/TextureVk.cpp
index 0459bb7fc8a415e21563de813a306d1801f1a39e..8b152a581d4ebae1cc4c0cb0a95d02434a43f24d 100644
--- a/src/libANGLE/renderer/vulkan/TextureVk.cpp
+++ b/src/libANGLE/renderer/vulkan/TextureVk.cpp
@@ -3069,8 +3069,17 @@ angle::Result TextureVk::reinitImageAsRenderable(ContextVk *contextVk, const vk:
// invalidate must be called after wait for finish.
ANGLE_TRY(srcBuffer->invalidate(renderer));
- size_t dstBufferSize = sourceBox.width * sourceBox.height * sourceBox.depth *
- dstFormat.pixelBytes * layerCount;
+ // Use size_t calculations to avoid 32-bit overflows. Note that the dimensions are bound by
+ // the maximums specified in Constants.h, and that gl::Box members are signed 32-bit
+ // integers.
+ static_assert(gl::IMPLEMENTATION_MAX_2D_TEXTURE_SIZE *
+ gl::IMPLEMENTATION_MAX_2D_TEXTURE_SIZE <
+ std::numeric_limits<int32_t>::max());
+ size_t dstBufferSize = sourceBox.width * sourceBox.height;
+ static_assert(gl::IMPLEMENTATION_MAX_3D_TEXTURE_SIZE *
+ gl::IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS * 16 <
+ std::numeric_limits<int32_t>::max());
+ dstBufferSize *= sourceBox.depth * dstFormat.pixelBytes * layerCount;
// Allocate memory in the destination texture for the copy/conversion.
uint8_t *dstData = nullptr;
diff --git a/src/tests/gl_tests/FramebufferTest.cpp b/src/tests/gl_tests/FramebufferTest.cpp
index 020a0416881e85ebff9a6fa2f902e61f899477b9..f72f1a7674eab758487be0bf30bee5150a0e7508 100644
--- a/src/tests/gl_tests/FramebufferTest.cpp
+++ b/src/tests/gl_tests/FramebufferTest.cpp
@@ -8894,6 +8894,62 @@ TEST_P(FramebufferTest_ES31, MixesMultisampleTextureRenderbuffer)
ASSERT_GL_NO_ERROR();
}
+// Test that 2D array texture size calculation doesn't overflow internally when rendering to it. An
+// RGB format is used which is often emualted with RGBA.
+//
+// Practically we cannot run this test. On most configurations, allocating a 4GB texture fails due
+// to internal driver limitations. On the few configs that the test actually runs, allocating such
+// large memory leads to instability.
+TEST_P(FramebufferTest_ES3, DISABLED_MaxSize2DArrayNoOverflow)
+{
+ GLint maxTexture2DSize;
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexture2DSize);
+
+ maxTexture2DSize = std::min(maxTexture2DSize, 16384);
+
+ // Create a 2D array texture with RGB format. Every layer is going to take 1GB of memory (if
+ // emulated with RGBA), so only create 4 layers of it (for a total of 4GB of memory). If 32-bit
+ // math is involved when calculating sizes related to this texture, they will overflow.
+ constexpr uint32_t kLayers = 4;
+ GLTexture tex;
+ glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
+ glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGB8, maxTexture2DSize, maxTexture2DSize, kLayers);
+ glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ // Initialize the texture so its content is considered valid and worth preserving.
+ constexpr int kValidSubsectionWidth = 16;
+ constexpr int kValidSubsectionHeight = 20;
+ std::vector<GLColorRGB> data(kValidSubsectionWidth * kValidSubsectionHeight,
+ GLColorRGB(0, 255, 0));
+ for (uint32_t layer = 0; layer < kLayers; ++layer)
+ {
+ glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, layer, kValidSubsectionWidth,
+ kValidSubsectionHeight, 1, GL_RGB, GL_UNSIGNED_BYTE, data.data());
+ }
+
+ // Draw with the texture, making sure it's initialized and data is flushed.
+ ANGLE_GL_PROGRAM(drawTex2DArray, essl3_shaders::vs::Texture2DArray(),
+ essl3_shaders::fs::Texture2DArray());
+ drawQuad(drawTex2DArray, essl3_shaders::PositionAttrib(), 0.5f);
+
+ // Bind a framebuffer to the texture and render into it. In some backends, the texture is
+ // recreated to RGBA to be renderable.
+ GLFramebuffer fbo;
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, 1);
+
+ ANGLE_GL_PROGRAM(drawRed, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
+ glViewport(0, 0, kValidSubsectionWidth / 2, kValidSubsectionHeight);
+ drawQuad(drawRed, essl1_shaders::PositionAttrib(), 0.5f);
+
+ EXPECT_PIXEL_RECT_EQ(0, 0, kValidSubsectionWidth / 2, kValidSubsectionHeight, GLColor::red);
+ EXPECT_PIXEL_RECT_EQ(kValidSubsectionWidth / 2, 0,
+ kValidSubsectionWidth - kValidSubsectionWidth / 2, kValidSubsectionHeight,
+ GLColor::green);
+ ASSERT_GL_NO_ERROR();
+}
+
ANGLE_INSTANTIATE_TEST_ES2_AND(AddMockTextureNoRenderTargetTest,
ES2_D3D9().enable(Feature::AddMockTextureNoRenderTarget),
ES2_D3D11().enable(Feature::AddMockTextureNoRenderTarget));
diff --git a/src/tests/gl_tests/VulkanImageTest.cpp b/src/tests/gl_tests/VulkanImageTest.cpp
index 2f06e2d5d9240371865f0adccc80f0d622c2199a..87e7482d971851c3bfd78818ce8b9ffc5e4bfa4d 100644
--- a/src/tests/gl_tests/VulkanImageTest.cpp
+++ b/src/tests/gl_tests/VulkanImageTest.cpp
@@ -677,8 +677,8 @@ TEST_P(VulkanMemoryTest, AllocateVMAImageAfterFreeing2DArrayGarbageWhenDeviceOOM
kTextureHeight, 1, GL_RGBA, GL_UNSIGNED_BYTE, textureColor.data());
}
- ANGLE_GL_PROGRAM(drawTex2DArray, essl1_shaders::vs::Texture2DArray(),
- essl1_shaders::fs::Texture2DArray());
+ ANGLE_GL_PROGRAM(drawTex2DArray, essl3_shaders::vs::Texture2DArray(),
+ essl3_shaders::fs::Texture2DArray());
drawQuad(drawTex2DArray, essl1_shaders::PositionAttrib(), 0.5f);
// Fill up the device memory until we start allocating on the system memory.
diff --git a/util/shader_utils.cpp b/util/shader_utils.cpp
index 45f5461c36820c26ea1718e575bde65f1e181548..84ba2674884787edb43972f1bda970b474c58fd9 100644
--- a/util/shader_utils.cpp
+++ b/util/shader_utils.cpp
@@ -582,18 +582,6 @@ void main()
})";
}
-const char *Texture2DArray()
-{
- return R"(#version 300 es
-out vec2 v_texCoord;
-in vec4 a_position;
-void main()
-{
- gl_Position = vec4(a_position.xy, 0.0, 1.0);
- v_texCoord = (a_position.xy * 0.5) + 0.5;
-})";
-}
-
} // namespace vs
namespace fs
@@ -691,20 +679,6 @@ void main()
})";
}
-const char *Texture2DArray()
-{
- return R"(#version 300 es
-precision highp float;
-uniform highp sampler2DArray tex2DArray;
-uniform int slice;
-in vec2 v_texCoord;
-out vec4 fragColor;
-void main()
-{
- fragColor = texture(tex2DArray, vec3(v_texCoord, float(slice)));
-})";
-}
-
} // namespace fs
} // namespace essl1_shaders
@@ -789,6 +763,18 @@ void main()
})";
}
+const char *Texture2DArray()
+{
+ return R"(#version 300 es
+out vec2 v_texCoord;
+in vec4 a_position;
+void main()
+{
+ gl_Position = vec4(a_position.xy, 0.0, 1.0);
+ v_texCoord = (a_position.xy * 0.5) + 0.5;
+})";
+}
+
} // namespace vs
namespace fs
@@ -846,6 +832,20 @@ void main()
})";
}
+const char *Texture2DArray()
+{
+ return R"(#version 300 es
+precision highp float;
+uniform highp sampler2DArray tex2DArray;
+uniform int slice;
+in vec2 v_texCoord;
+out vec4 fragColor;
+void main()
+{
+ fragColor = texture(tex2DArray, vec3(v_texCoord, float(slice)));
+})";
+}
+
} // namespace fs
} // namespace essl3_shaders
diff --git a/util/shader_utils.h b/util/shader_utils.h
index 676341ebc55ea4984df68ab755444b49a5199f6f..cf211cfc9b1b48ae1de7368f8260e006f73e4219 100644
--- a/util/shader_utils.h
+++ b/util/shader_utils.h
@@ -90,7 +90,6 @@ ANGLE_UTIL_EXPORT const char *Passthrough();
// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
// texcoord.
ANGLE_UTIL_EXPORT const char *Texture2D();
-ANGLE_UTIL_EXPORT const char *Texture2DArray();
} // namespace vs
@@ -120,7 +119,6 @@ ANGLE_UTIL_EXPORT const char *Blue();
// A shader that samples the texture
ANGLE_UTIL_EXPORT const char *Texture2D();
-ANGLE_UTIL_EXPORT const char *Texture2DArray();
} // namespace fs
} // namespace essl1_shaders
@@ -151,6 +149,7 @@ ANGLE_UTIL_EXPORT const char *Passthrough();
// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
// texcoord.
ANGLE_UTIL_EXPORT const char *Texture2DLod();
+ANGLE_UTIL_EXPORT const char *Texture2DArray();
} // namespace vs
@@ -169,6 +168,9 @@ ANGLE_UTIL_EXPORT const char *Blue();
// A shader that samples the texture at a given lod.
ANGLE_UTIL_EXPORT const char *Texture2DLod();
+// A shader that samples the texture at a given slice.
+ANGLE_UTIL_EXPORT const char *Texture2DArray();
+
} // namespace fs
} // namespace essl3_shaders