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authorwolfbeast <mcwerewolf@wolfbeast.com>2019-10-24 12:17:39 +0200
committerwolfbeast <mcwerewolf@wolfbeast.com>2019-10-24 12:17:39 +0200
commitf1308011aef318f40d05d93353db17d059db83a0 (patch)
tree7ea388ba9c73aae1aabf9766e0b9d42815a5a846
parente8c5582bec49058508b2de9f2f292f3a25e5278e (diff)
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Add size checks to WebGLContext::BufferData()
On MacOS, particularly large allocations within the platform limits (1.2G+) will fail and crash. This adds a specific size check for that when working around driver bugs (default). While there, added a generic size_t limited size check for the platform, and reporting OOM if too large.
-rw-r--r--dom/canvas/WebGLContextBuffers.cpp12
1 files changed, 12 insertions, 0 deletions
diff --git a/dom/canvas/WebGLContextBuffers.cpp b/dom/canvas/WebGLContextBuffers.cpp
index af506c01c..f53f9d7d7 100644
--- a/dom/canvas/WebGLContextBuffers.cpp
+++ b/dom/canvas/WebGLContextBuffers.cpp
@@ -9,6 +9,8 @@
#include "WebGLBuffer.h"
#include "WebGLVertexArray.h"
+#include "mozilla/CheckedInt.h"
+
namespace mozilla {
WebGLRefPtr<WebGLBuffer>*
@@ -345,6 +347,16 @@ WebGLContext::BufferData(GLenum target, WebGLsizeiptr size, GLenum usage)
////
+ const auto checkedSize = CheckedInt<size_t>(size);
+ if (!checkedSize.isValid())
+ return ErrorOutOfMemory("%s: Size too large for platform.", funcName);
+
+#if defined(XP_MACOSX)
+ if (gl->WorkAroundDriverBugs() && size > 1200000000) {
+ return ErrorOutOfMemory("Allocations larger than 1200000000 fail on MacOS.");
+ }
+#endif
+
const UniqueBuffer zeroBuffer(calloc(size, 1));
if (!zeroBuffer)
return ErrorOutOfMemory("%s: Failed to allocate zeros.", funcName);