SkSL: Only allow 'discard' in fragment shaders
Allowing this in runtime effects lets people break our contracts around SkShaders on the color side of the paint altering coverage, etc. Bug: skia:11085 Change-Id: I1ec8e71581c8d50f681cb0ca6ca8416375b3f43f Reviewed-on: https://skia-review.googlesource.com/c/skia/+/344760 Auto-Submit: Brian Osman <brianosman@google.com> Reviewed-by: John Stiles <johnstiles@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
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@ -697,6 +697,10 @@ std::unique_ptr<Statement> IRGenerator::convertContinue(const ASTNode& c) {
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std::unique_ptr<Statement> IRGenerator::convertDiscard(const ASTNode& d) {
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SkASSERT(d.fKind == ASTNode::Kind::kDiscard);
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if (fKind != Program::kFragment_Kind && fKind != Program::kFragmentProcessor_Kind) {
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fErrors.error(d.fOffset, "discard statement is only permitted in fragment shaders");
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return nullptr;
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}
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return std::make_unique<DiscardStatement>(d.fOffset);
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}
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@ -58,6 +58,9 @@ DEF_TEST(SkRuntimeEffectInvalid, r) {
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test("half4 missing(); half4 main() { return missing(); }", "undefined function");
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// No use of 'discard' is permitted
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test("half4 main() { discard; }", "discard");
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// Shouldn't be possible to create an SkRuntimeEffect without "main"
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test("", "main");
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