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https://github.com/encounter/dawn-cmake.git
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Add the disallow_unsafe_apis toggle.
Some APIs exposed by Dawn are not expected to be fully secured until after the first Origin Trial of WebGPU. To prevent their usage we add a new toggle that will be set by default by Chromium. This toggle throws a validation error when an unsafe API is used. Bug: chromium:1138528 Change-Id: I831db70bdac5128ebc32d36d55a0eaefc42c1807 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/31443 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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@@ -148,6 +148,15 @@ namespace dawn_native {
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return DAWN_VALIDATION_ERROR("Binding type cannot be used with this visibility.");
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}
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// Dynamic storage buffers aren't bounds checked properly in D3D12. Disallow them as
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// unsafe until the bounds checks are implemented.
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if (device->IsToggleEnabled(Toggle::DisallowUnsafeAPIs) &&
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entry.type == wgpu::BindingType::StorageBuffer && entry.hasDynamicOffset) {
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return DAWN_VALIDATION_ERROR(
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"Dynamic storage buffers are disallowed because they aren't secure yet. See "
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"https://crbug.com/dawn/429");
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}
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IncrementBindingCounts(&bindingCounts, entry);
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bindingsSet.insert(bindingNumber);
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@@ -70,6 +70,14 @@ namespace dawn_native {
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mEncodingContext->TryEncode(this, [&](CommandAllocator* allocator) -> MaybeError {
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DAWN_TRY(GetDevice()->ValidateObject(indirectBuffer));
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// Indexed dispatches need a compute-shader based validation to check that the dispatch
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// sizes aren't too big. Disallow them as unsafe until the validation is implemented.
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if (GetDevice()->IsToggleEnabled(Toggle::DisallowUnsafeAPIs)) {
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return DAWN_VALIDATION_ERROR(
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"DispatchIndirect is disallowed because it doesn't validate that the dispatch "
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"size is valid yet.");
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}
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if (indirectOffset % 4 != 0) {
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return DAWN_VALIDATION_ERROR("Indirect offset must be a multiple of 4");
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}
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@@ -112,6 +112,15 @@ namespace dawn_native {
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mEncodingContext->TryEncode(this, [&](CommandAllocator* allocator) -> MaybeError {
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DAWN_TRY(GetDevice()->ValidateObject(indirectBuffer));
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// Indexed indirect draws need a compute-shader based validation check that the range of
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// indices is contained inside the index buffer on Metal. Disallow them as unsafe until
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// the validation is implemented.
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if (GetDevice()->IsToggleEnabled(Toggle::DisallowUnsafeAPIs)) {
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return DAWN_VALIDATION_ERROR(
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"DrawIndexedIndirect is disallowed because it doesn't validate that the index "
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"range is valid yet.");
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}
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if (indirectOffset % 4 != 0) {
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return DAWN_VALIDATION_ERROR("Indirect offset must be a multiple of 4");
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}
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@@ -29,111 +29,118 @@ namespace dawn_native {
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using ToggleEnumAndInfoList =
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std::array<ToggleEnumAndInfo, static_cast<size_t>(Toggle::EnumCount)>;
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static constexpr ToggleEnumAndInfoList kToggleNameAndInfoList = {
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{{Toggle::EmulateStoreAndMSAAResolve,
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{"emulate_store_and_msaa_resolve",
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"Emulate storing into multisampled color attachments and doing MSAA resolve "
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"simultaneously. This workaround is enabled by default on the Metal drivers that do "
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"not support MTLStoreActionStoreAndMultisampleResolve. To support StoreOp::Store on "
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"those platforms, we should do MSAA resolve in another render pass after ending the "
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"previous one.",
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"https://crbug.com/dawn/56"}},
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{Toggle::NonzeroClearResourcesOnCreationForTesting,
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{"nonzero_clear_resources_on_creation_for_testing",
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"Clears texture to full 1 bits as soon as they are created, but doesn't update "
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"the tracking state of the texture. This way we can test the logic of clearing "
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"textures that use recycled memory.",
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"https://crbug.com/dawn/145"}},
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{Toggle::AlwaysResolveIntoZeroLevelAndLayer,
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{"always_resolve_into_zero_level_and_layer",
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"When the resolve target is a texture view that is created on the non-zero level or "
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"layer of a texture, we first resolve into a temporarily 2D texture with only one "
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"mipmap level and one array layer, and copy the result of MSAA resolve into the "
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"true resolve target. This workaround is enabled by default on the Metal drivers "
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"that have bugs when setting non-zero resolveLevel or resolveSlice.",
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"https://crbug.com/dawn/56"}},
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{Toggle::LazyClearResourceOnFirstUse,
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{"lazy_clear_resource_on_first_use",
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"Clears resource to zero on first usage. This initializes the resource "
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"so that no dirty bits from recycled memory is present in the new resource.",
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"https://crbug.com/dawn/145"}},
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{Toggle::TurnOffVsync,
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{"turn_off_vsync",
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"Turn off vsync when rendering. In order to do performance test or run perf tests, "
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"turn off vsync so that the fps can exeed 60.",
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"https://crbug.com/dawn/237"}},
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{Toggle::UseTemporaryBufferInCompressedTextureToTextureCopy,
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{"use_temporary_buffer_in_texture_to_texture_copy",
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"Split texture-to-texture copy into two copies: copy from source texture into a "
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"temporary buffer, and copy from the temporary buffer into the destination texture "
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"when copying between compressed textures that don't have block-aligned sizes. This "
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"workaround is enabled by default on all Vulkan drivers to solve an issue in the "
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"Vulkan SPEC about the texture-to-texture copies with compressed formats. See #1005 "
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"(https://github.com/KhronosGroup/Vulkan-Docs/issues/1005) for more details.",
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"https://crbug.com/dawn/42"}},
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{Toggle::UseD3D12ResourceHeapTier2,
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{"use_d3d12_resource_heap_tier2",
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"Enable support for resource heap tier 2. Resource heap tier 2 allows mixing of "
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"texture and buffers in the same heap. This allows better heap re-use and reduces "
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"fragmentation.",
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"https://crbug.com/dawn/27"}},
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{Toggle::UseD3D12RenderPass,
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{"use_d3d12_render_pass",
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"Use the D3D12 render pass API introduced in Windows build 1809 by default. On "
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"versions of Windows prior to build 1809, or when this toggle is turned off, Dawn "
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"will emulate a render pass.",
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"https://crbug.com/dawn/36"}},
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{Toggle::UseD3D12ResidencyManagement,
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{"use_d3d12_residency_management",
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"Enable residency management. This allows page-in and page-out of resource heaps in "
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"GPU memory. This component improves overcommitted performance by keeping the most "
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"recently used resources local to the GPU. Turning this component off can cause "
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"allocation failures when application memory exceeds physical device memory.",
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"https://crbug.com/dawn/193"}},
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{Toggle::SkipValidation,
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{"skip_validation", "Skip expensive validation of Dawn commands.",
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"https://crbug.com/dawn/271"}},
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{Toggle::VulkanUseD32S8,
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{"vulkan_use_d32s8",
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"Vulkan mandates support of either D32_FLOAT_S8 or D24_UNORM_S8. When available the "
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"backend will use D32S8 (toggle to on) but setting the toggle to off will make it"
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"use the D24S8 format when possible.",
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"https://crbug.com/dawn/286"}},
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{Toggle::MetalDisableSamplerCompare,
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{"metal_disable_sampler_compare",
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"Disables the use of sampler compare on Metal. This is unsupported before A9 "
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"processors.",
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"https://crbug.com/dawn/342"}},
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{Toggle::MetalUseSharedModeForCounterSampleBuffer,
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{"metal_use_shared_mode_for_counter_sample_buffer",
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"The query set on Metal need to create MTLCounterSampleBuffer which storage mode "
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"must be either MTLStorageModeShared or MTLStorageModePrivate. But the private mode "
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"does not work properly on Intel platforms. The workaround is use shared mode "
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"instead.",
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"https://crbug.com/dawn/434"}},
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{Toggle::DisableBaseVertex,
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{"disable_base_vertex",
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"Disables the use of non-zero base vertex which is unsupported on some platforms.",
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"https://crbug.com/dawn/343"}},
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{Toggle::DisableBaseInstance,
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{"disable_base_instance",
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"Disables the use of non-zero base instance which is unsupported on some "
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"platforms.",
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"https://crbug.com/dawn/343"}},
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{Toggle::UseD3D12SmallShaderVisibleHeapForTesting,
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{"use_d3d12_small_shader_visible_heap",
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"Enable use of a small D3D12 shader visible heap, instead of using a large one by "
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"default. This setting is used to test bindgroup encoding.",
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"https://crbug.com/dawn/155"}},
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{Toggle::UseDXC,
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{"use_dxc", "Use DXC instead of FXC for compiling HLSL",
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"https://crbug.com/dawn/402"}},
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{Toggle::DisableRobustness,
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{"disable_robustness", "Disable robust buffer access", "https://crbug.com/dawn/480"}},
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{Toggle::MetalEnableVertexPulling,
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{"metal_enable_vertex_pulling",
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"Uses vertex pulling to protect out-of-bounds reads on Metal",
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"https://crbug.com/dawn/480"}}}};
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static constexpr ToggleEnumAndInfoList kToggleNameAndInfoList = {{
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{Toggle::EmulateStoreAndMSAAResolve,
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{"emulate_store_and_msaa_resolve",
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"Emulate storing into multisampled color attachments and doing MSAA resolve "
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"simultaneously. This workaround is enabled by default on the Metal drivers that do "
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"not support MTLStoreActionStoreAndMultisampleResolve. To support StoreOp::Store on "
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"those platforms, we should do MSAA resolve in another render pass after ending the "
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"previous one.",
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"https://crbug.com/dawn/56"}},
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{Toggle::NonzeroClearResourcesOnCreationForTesting,
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{"nonzero_clear_resources_on_creation_for_testing",
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"Clears texture to full 1 bits as soon as they are created, but doesn't update "
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"the tracking state of the texture. This way we can test the logic of clearing "
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"textures that use recycled memory.",
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"https://crbug.com/dawn/145"}},
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{Toggle::AlwaysResolveIntoZeroLevelAndLayer,
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{"always_resolve_into_zero_level_and_layer",
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"When the resolve target is a texture view that is created on the non-zero level or "
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"layer of a texture, we first resolve into a temporarily 2D texture with only one "
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"mipmap level and one array layer, and copy the result of MSAA resolve into the "
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"true resolve target. This workaround is enabled by default on the Metal drivers "
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"that have bugs when setting non-zero resolveLevel or resolveSlice.",
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"https://crbug.com/dawn/56"}},
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{Toggle::LazyClearResourceOnFirstUse,
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{"lazy_clear_resource_on_first_use",
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"Clears resource to zero on first usage. This initializes the resource "
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"so that no dirty bits from recycled memory is present in the new resource.",
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"https://crbug.com/dawn/145"}},
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{Toggle::TurnOffVsync,
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{"turn_off_vsync",
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"Turn off vsync when rendering. In order to do performance test or run perf tests, "
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"turn off vsync so that the fps can exeed 60.",
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"https://crbug.com/dawn/237"}},
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{Toggle::UseTemporaryBufferInCompressedTextureToTextureCopy,
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{"use_temporary_buffer_in_texture_to_texture_copy",
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"Split texture-to-texture copy into two copies: copy from source texture into a "
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"temporary buffer, and copy from the temporary buffer into the destination texture "
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"when copying between compressed textures that don't have block-aligned sizes. This "
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"workaround is enabled by default on all Vulkan drivers to solve an issue in the "
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"Vulkan SPEC about the texture-to-texture copies with compressed formats. See #1005 "
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"(https://github.com/KhronosGroup/Vulkan-Docs/issues/1005) for more details.",
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"https://crbug.com/dawn/42"}},
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{Toggle::UseD3D12ResourceHeapTier2,
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{"use_d3d12_resource_heap_tier2",
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"Enable support for resource heap tier 2. Resource heap tier 2 allows mixing of "
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"texture and buffers in the same heap. This allows better heap re-use and reduces "
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"fragmentation.",
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"https://crbug.com/dawn/27"}},
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{Toggle::UseD3D12RenderPass,
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{"use_d3d12_render_pass",
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"Use the D3D12 render pass API introduced in Windows build 1809 by default. On "
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"versions of Windows prior to build 1809, or when this toggle is turned off, Dawn "
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"will emulate a render pass.",
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"https://crbug.com/dawn/36"}},
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{Toggle::UseD3D12ResidencyManagement,
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{"use_d3d12_residency_management",
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"Enable residency management. This allows page-in and page-out of resource heaps in "
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"GPU memory. This component improves overcommitted performance by keeping the most "
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"recently used resources local to the GPU. Turning this component off can cause "
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"allocation failures when application memory exceeds physical device memory.",
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"https://crbug.com/dawn/193"}},
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{Toggle::SkipValidation,
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{"skip_validation", "Skip expensive validation of Dawn commands.",
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"https://crbug.com/dawn/271"}},
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{Toggle::VulkanUseD32S8,
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{"vulkan_use_d32s8",
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"Vulkan mandates support of either D32_FLOAT_S8 or D24_UNORM_S8. When available the "
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"backend will use D32S8 (toggle to on) but setting the toggle to off will make it"
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"use the D24S8 format when possible.",
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"https://crbug.com/dawn/286"}},
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{Toggle::MetalDisableSamplerCompare,
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{"metal_disable_sampler_compare",
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"Disables the use of sampler compare on Metal. This is unsupported before A9 "
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"processors.",
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"https://crbug.com/dawn/342"}},
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{Toggle::MetalUseSharedModeForCounterSampleBuffer,
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{"metal_use_shared_mode_for_counter_sample_buffer",
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"The query set on Metal need to create MTLCounterSampleBuffer which storage mode "
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"must be either MTLStorageModeShared or MTLStorageModePrivate. But the private mode "
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"does not work properly on Intel platforms. The workaround is use shared mode "
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"instead.",
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"https://crbug.com/dawn/434"}},
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{Toggle::DisableBaseVertex,
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{"disable_base_vertex",
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"Disables the use of non-zero base vertex which is unsupported on some platforms.",
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"https://crbug.com/dawn/343"}},
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{Toggle::DisableBaseInstance,
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{"disable_base_instance",
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"Disables the use of non-zero base instance which is unsupported on some "
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"platforms.",
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"https://crbug.com/dawn/343"}},
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{Toggle::UseD3D12SmallShaderVisibleHeapForTesting,
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{"use_d3d12_small_shader_visible_heap",
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"Enable use of a small D3D12 shader visible heap, instead of using a large one by "
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"default. This setting is used to test bindgroup encoding.",
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"https://crbug.com/dawn/155"}},
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{Toggle::UseDXC,
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{"use_dxc", "Use DXC instead of FXC for compiling HLSL",
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"https://crbug.com/dawn/402"}},
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{Toggle::DisableRobustness,
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{"disable_robustness", "Disable robust buffer access", "https://crbug.com/dawn/480"}},
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{Toggle::MetalEnableVertexPulling,
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{"metal_enable_vertex_pulling",
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"Uses vertex pulling to protect out-of-bounds reads on Metal",
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"https://crbug.com/dawn/480"}},
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{Toggle::DisallowUnsafeAPIs,
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{"disallow_unsafe_apis",
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"Produces validation errors on API entry points or parameter combinations that "
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"aren't considered secure yet.",
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"http://crbug.com/1138528"}}
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// Dummy comment to separate the }} so it is clearer what to copy-paste to add a toggle.
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}};
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} // anonymous namespace
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@@ -43,6 +43,7 @@ namespace dawn_native {
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UseDXC,
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DisableRobustness,
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MetalEnableVertexPulling,
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DisallowUnsafeAPIs,
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EnumCount,
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InvalidEnum = EnumCount,
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