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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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@@ -208,6 +208,7 @@ test("dawn_unittests") {
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"unittests/validation/TextureValidationTests.cpp",
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"unittests/validation/TextureViewValidationTests.cpp",
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"unittests/validation/ToggleValidationTests.cpp",
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"unittests/validation/UnsafeAPIValidationTests.cpp",
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"unittests/validation/ValidationTest.cpp",
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"unittests/validation/ValidationTest.h",
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"unittests/validation/VertexBufferValidationTests.cpp",
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169
src/tests/unittests/validation/UnsafeAPIValidationTests.cpp
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169
src/tests/unittests/validation/UnsafeAPIValidationTests.cpp
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// Copyright 2020 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "tests/unittests/validation/ValidationTest.h"
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#include "utils/ComboRenderBundleEncoderDescriptor.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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class UnsafeAPIValidationTest : public ValidationTest {
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protected:
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wgpu::Device CreateTestDevice() override {
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dawn_native::DeviceDescriptor descriptor;
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descriptor.forceEnabledToggles.push_back("disallow_unsafe_apis");
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return wgpu::Device::Acquire(adapter.CreateDevice(&descriptor));
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}
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};
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// Check that DrawIndexedIndirect is disallowed as part of unsafe APIs.
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TEST_F(UnsafeAPIValidationTest, DrawIndexedIndirectDisallowed) {
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// Create the index and indirect buffers.
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wgpu::BufferDescriptor indexBufferDesc;
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indexBufferDesc.size = 4;
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indexBufferDesc.usage = wgpu::BufferUsage::Index;
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wgpu::Buffer indexBuffer = device.CreateBuffer(&indexBufferDesc);
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wgpu::BufferDescriptor indirectBufferDesc;
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indirectBufferDesc.size = 64;
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indirectBufferDesc.usage = wgpu::BufferUsage::Indirect;
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wgpu::Buffer indirectBuffer = device.CreateBuffer(&indirectBufferDesc);
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// The RenderPassDescriptor, RenderBundleDescriptor and pipeline for all sub-tests below.
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DummyRenderPass renderPass(device);
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utils::ComboRenderBundleEncoderDescriptor bundleDesc = {};
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bundleDesc.colorFormatsCount = 1;
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bundleDesc.cColorFormats[0] = renderPass.attachmentFormat;
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utils::ComboRenderPipelineDescriptor desc(device);
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desc.vertexStage.module = utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex,
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"#version 450\nvoid main() {}");
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desc.cFragmentStage.module = utils::CreateShaderModule(
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device, utils::SingleShaderStage::Fragment, "#version 450\nvoid main() {}");
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&desc);
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// Control cases: DrawIndirect and DrawIndexed are allowed inside a render pass.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetPipeline(pipeline);
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pass.SetIndexBufferWithFormat(indexBuffer, wgpu::IndexFormat::Uint32);
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pass.DrawIndexed(1);
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pass.DrawIndirect(indirectBuffer, 0);
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pass.EndPass();
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encoder.Finish();
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}
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// Control case: DrawIndirect and DrawIndexed are allowed inside a render bundle.
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{
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wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&bundleDesc);
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encoder.SetPipeline(pipeline);
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encoder.SetIndexBufferWithFormat(indexBuffer, wgpu::IndexFormat::Uint32);
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encoder.DrawIndexed(1);
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encoder.DrawIndirect(indirectBuffer, 0);
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encoder.Finish();
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}
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// Error case, DrawIndexedIndirect is disallowed inside a render pass.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetPipeline(pipeline);
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pass.SetIndexBufferWithFormat(indexBuffer, wgpu::IndexFormat::Uint32);
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pass.DrawIndexedIndirect(indirectBuffer, 0);
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pass.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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// Error case, DrawIndexedIndirect is disallowed inside a render bundle.
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{
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wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&bundleDesc);
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encoder.SetPipeline(pipeline);
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encoder.SetIndexBufferWithFormat(indexBuffer, wgpu::IndexFormat::Uint32);
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encoder.DrawIndexedIndirect(indirectBuffer, 0);
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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}
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// Check that DispatchIndirect is disallowed as part of unsafe APIs.
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TEST_F(UnsafeAPIValidationTest, DispatchIndirectDisallowed) {
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// Create the index and indirect buffers.
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wgpu::BufferDescriptor indirectBufferDesc;
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indirectBufferDesc.size = 64;
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indirectBufferDesc.usage = wgpu::BufferUsage::Indirect;
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wgpu::Buffer indirectBuffer = device.CreateBuffer(&indirectBufferDesc);
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// Create the dummy compute pipeline.
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wgpu::ComputePipelineDescriptor pipelineDesc;
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pipelineDesc.computeStage.entryPoint = "main";
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pipelineDesc.computeStage.module = utils::CreateShaderModule(
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device, utils::SingleShaderStage::Compute, "#version 450\nvoid main() {}");
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wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&pipelineDesc);
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// Control case: dispatch is allowed.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
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pass.SetPipeline(pipeline);
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pass.Dispatch(1, 1, 1);
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pass.EndPass();
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encoder.Finish();
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}
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// Error case: dispatch indirect is disallowed.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
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pass.SetPipeline(pipeline);
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pass.DispatchIndirect(indirectBuffer, 0);
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pass.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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}
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// Check that dynamic storage buffers are disallowed.
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TEST_F(UnsafeAPIValidationTest, DynamicStorageBuffer) {
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wgpu::BindGroupLayoutEntry entry;
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entry.type = wgpu::BindingType::StorageBuffer;
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entry.visibility = wgpu::ShaderStage::Fragment;
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wgpu::BindGroupLayoutDescriptor desc;
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desc.entries = &entry;
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desc.entryCount = 1;
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// Control case: storage buffer without a dynamic offset is allowed.
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{
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entry.hasDynamicOffset = false;
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device.CreateBindGroupLayout(&desc);
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}
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// Control case: storage buffer with a dynamic offset is disallowed.
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{
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entry.hasDynamicOffset = true;
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ASSERT_DEVICE_ERROR(device.CreateBindGroupLayout(&desc));
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}
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}
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