GPU: Validate shader bytecode

This commit is contained in:
Lucas Murray
2025-04-02 21:32:15 +11:00
committed by Sam Lantinga
parent 89d7d406ab
commit 6e4ace310c
3 changed files with 68 additions and 0 deletions

View File

@@ -6511,6 +6511,25 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
return (SDL_GPUGraphicsPipeline *)graphicsPipeline;
}
static bool VULKAN_INTERNAL_IsValidShaderBytecode(
const Uint8 *code,
size_t codeSize)
{
// SPIR-V bytecode has a 4 byte header containing 0x07230203. SPIR-V is
// defined as a stream of words and not a stream of bytes so both byte
// orders need to be considered.
//
// FIXME: It is uncertain if drivers are able to load both byte orders. If
// needed we may need to do an optional swizzle internally so apps can
// continue to treat shader code as an opaque blob.
if (codeSize < 4 || code == NULL) {
return false;
}
const Uint32 magic = 0x07230203;
const Uint32 magicInv = 0x03022307;
return SDL_memcmp(code, &magic, 4) == 0 || SDL_memcmp(code, &magicInv, 4) == 0;
}
static SDL_GPUComputePipeline *VULKAN_CreateComputePipeline(
SDL_GPURenderer *driverData,
const SDL_GPUComputePipelineCreateInfo *createinfo)
@@ -6526,6 +6545,10 @@ static SDL_GPUComputePipeline *VULKAN_CreateComputePipeline(
SET_STRING_ERROR_AND_RETURN("Incompatible shader format for Vulkan!", NULL);
}
if (!VULKAN_INTERNAL_IsValidShaderBytecode(createinfo->code, createinfo->code_size)) {
SET_STRING_ERROR_AND_RETURN("The provided shader code is not valid SPIR-V!", NULL);
}
vulkanComputePipeline = SDL_malloc(sizeof(VulkanComputePipeline));
shaderModuleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
shaderModuleCreateInfo.pNext = NULL;
@@ -6671,6 +6694,10 @@ static SDL_GPUShader *VULKAN_CreateShader(
VkShaderModuleCreateInfo vkShaderModuleCreateInfo;
VulkanRenderer *renderer = (VulkanRenderer *)driverData;
if (!VULKAN_INTERNAL_IsValidShaderBytecode(createinfo->code, createinfo->code_size)) {
SET_STRING_ERROR_AND_RETURN("The provided shader code is not valid SPIR-V!", NULL);
}
vulkanShader = SDL_malloc(sizeof(VulkanShader));
vkShaderModuleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
vkShaderModuleCreateInfo.pNext = NULL;