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authorMoonchild <moonchild@palemoon.org>2023-10-25 07:53:57 +0200
committerMoonchild <moonchild@palemoon.org>2023-10-25 07:53:57 +0200
commitb15a36452d78004c3279159433bc515bf85feb8b (patch)
tree36b19ee06d6cbc5f8bff971631f7ce2f001d3b0a /dom
parenta71597905c3b3a7ef4912b5d626bc141c7c4c4f9 (diff)
downloaduxp-b15a36452d78004c3279159433bc515bf85feb8b.tar.gz
[WebGL] Add preffed limit to WebGL vertCount
Defaults to 30M, working around driver bugs (looking at you, Mesa)
Diffstat (limited to 'dom')
-rw-r--r--dom/canvas/WebGLContext.h2
-rw-r--r--dom/canvas/WebGLContextDraw.cpp12
2 files changed, 14 insertions, 0 deletions
diff --git a/dom/canvas/WebGLContext.h b/dom/canvas/WebGLContext.h
index 0510e6898a..8984b71366 100644
--- a/dom/canvas/WebGLContext.h
+++ b/dom/canvas/WebGLContext.h
@@ -8,6 +8,7 @@
#include <stdarg.h>
+#include "gfxPrefs.h"
#include "GLContextTypes.h"
#include "GLDefs.h"
#include "mozilla/Attributes.h"
@@ -1397,6 +1398,7 @@ protected:
CheckedUint32 mGeneration;
WebGLContextOptions mOptions;
+ const uint32_t mMaxVertIdsPerDraw = gfxPrefs::WebglMaxVertIDsPerDraw();
bool mInvalidated;
bool mCapturedFrameInvalidated;
diff --git a/dom/canvas/WebGLContextDraw.cpp b/dom/canvas/WebGLContextDraw.cpp
index 6c684b2ff8..a01e38c5c6 100644
--- a/dom/canvas/WebGLContextDraw.cpp
+++ b/dom/canvas/WebGLContextDraw.cpp
@@ -607,6 +607,12 @@ WebGLContext::DrawArraysInstanced(GLenum mode, GLint first, GLsizei vertCount,
return;
MakeContextCurrent();
+
+ if (vertCount > mMaxVertIdsPerDraw) {
+ ErrorOutOfMemory(
+ "Context's max vertCount is %u, but %u requested. [webgl.max-vert-ids-per-draw]", mMaxVertIdsPerDraw, vertCount);
+ return;
+ }
bool error = false;
ScopedResolveTexturesForDraw scopedResolve(this, funcName, &error);
@@ -849,6 +855,12 @@ WebGLContext::DrawElementsInstanced(GLenum mode, GLsizei vertCount, GLenum type,
return;
MakeContextCurrent();
+
+ if (vertCount > mMaxVertIdsPerDraw) {
+ ErrorOutOfMemory(
+ "Context's max vertCount is %u, but %u requested. [webgl.max-vert-ids-per-draw]", mMaxVertIdsPerDraw, vertCount);
+ return;
+ }
bool error = false;
ScopedResolveTexturesForDraw scopedResolve(this, funcName, &error);