View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0002861 | FSSCP | public | 2013-05-01 09:53 | 2013-07-08 16:35 | |
Reporter | Echelon9 | Assigned To | Valathil | ||
Priority | normal | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | 3.6.19 | ||||
Target Version | 3.7.0 | ||||
Summary | 0002861: AddressSanitizer: heap-buffer-overflow in opengl_shader_set_current() | ||||
Description | Reported by AddressSanitizer, a memory error detector for C/C++, in FS2Open builds based on trunk r9668. ERROR: AddressSanitizer: heap-buffer-overflow on address 0x61d000102c40 at pc 0x1003d1413 bp 0x7fff5fbfb490 sp 0x7fff5fbfb488 READ of size 8 at 0x61d000102c40 thread T0 #0 0x1003d1412 in opengl_shader_set_current gropenglshader.cpp:93 0000001 0x10037dbfd in gr_opengl_render_effect gropengldraw.cpp:1505 0000002 0x10099c854 in geometry_batcher::render grbatch.cpp:526 0000003 0x1009a3ca2 in batch_render_geometry_map_bitmaps grbatch.cpp:779 0000004 0x1009a481d in batch_render_all grbatch.cpp:830 0000005 0x101a594c3 in obj_render_all, bool*) objectsort.cpp:337 0000006 0x1002efb3b in game_render_frame freespace.cpp:3732 0000007 0x1002f9681 in game_frame freespace.cpp:4535 0000008 0x1002fe74b in game_do_frame freespace.cpp:4917 0000009 0x10030a286 in game_do_state freespace.cpp:6593 0000010 0x100913798 in gameseq_process_events gamesequence.cpp:405 #11 0x100310b26 in game_main freespace.cpp:7160 0000012 0x1003121c4 in SDL_main freespace.cpp:7294 ... 0x61d000102c40 is located 64 bytes to the left of 2048-byte region [0x61d000102c80,0x61d000103480) allocated by thread T0 here: #0 0x105a51e05 in wrap_malloc (in libclang_rt.asan_osx_dynamic.dylib) + 53 0000001 0x102626088 in _vm_malloc stubs.cpp:571 0000002 0x1003eda0a in SCP_vm_allocator<opengl_shader_t>::allocate vmallocator.h:59 0000003 0x1003e8ed0 in std::_Vector_base<opengl_shader_t, SCP_vm_allocator<opengl_shader_t> >::_M_allocate stl_vector.h:131 0000004 0x1003e7920 in opengl_shader_t* std::vector<opengl_shader_t, SCP_vm_allocator<opengl_shader_t> >::_M_allocate_and_copy<opengl_shader_t*> stl_vector.h:766 0000005 0x1003e00c6 in std::vector<opengl_shader_t, SCP_vm_allocator<opengl_shader_t> >::reserve vector.tcc:76 0000006 0x1003d9904 in opengl_shader_init gropenglshader.cpp:494 0000007 0x100a673e4 in gr_opengl_init gropengl.cpp:2014 0000008 0x100963543 in gr_init_sub 2d.cpp:485 0000009 0x100960d2c in gr_init 2d.cpp:615 0000010 0x1002cc6ac in game_init freespace.cpp:1809 #11 0x1003105e9 in game_main freespace.cpp:7103 0000012 0x1003121c4 in SDL_main freespace.cpp:7294 /** * Set the currently active shader * @param shader_obj Pointer to an opengl_shader_t object. This function calls glUseProgramARB with parameter 0 if shader_obj is NULL or if function is called without parameters, causing OpenGL to revert to fixed-function processing */ void opengl_shader_set_current(opengl_shader_t *shader_obj) { if (shader_obj != NULL) { if(!Current_shader || (Current_shader->program_id != shader_obj->program_id)) { Current_shader = shader_obj; vglUseProgramObjectARB(Current_shader->program_id); | ||||
Steps To Reproduce | 1. Utilise a version of Clang that supports AddressSantizer (https://code.google.com/p/address-sanitizer/wiki/AddressSanitizer [^]). 2. Build with -fsanitize=address C/C++ flag 3. Run the game with mediavps 3.6.12, using hardware where Use_GLSL = 1 i.e. that incompletely supports OpenGL (i.e. Legacy Context Mac OS 10.8 at present) | ||||
Additional Information | ERROR: AddressSanitizer: heap-buffer-overflow on address 0x61d000102c40 at pc 0x1003d1413 bp 0x7fff5fbfb490 sp 0x7fff5fbfb488 READ of size 8 at 0x61d000102c40 thread T0 #0 0x1003d1412 in opengl_shader_set_current gropenglshader.cpp:93 0000001 0x10037dbfd in gr_opengl_render_effect gropengldraw.cpp:1505 0000002 0x10099c854 in geometry_batcher::render grbatch.cpp:526 0000003 0x1009a3ca2 in batch_render_geometry_map_bitmaps grbatch.cpp:779 0000004 0x1009a481d in batch_render_all grbatch.cpp:830 0000005 0x101a594c3 in obj_render_all, bool*) objectsort.cpp:337 0000006 0x1002efb3b in game_render_frame freespace.cpp:3732 0000007 0x1002f9681 in game_frame freespace.cpp:4535 0000008 0x1002fe74b in game_do_frame freespace.cpp:4917 0000009 0x10030a286 in game_do_state freespace.cpp:6593 0000010 0x100913798 in gameseq_process_events gamesequence.cpp:405 #11 0x100310b26 in game_main freespace.cpp:7160 0000012 0x1003121c4 in SDL_main freespace.cpp:7294 0000013 0x100002c83 in -[SDLMain applicationDidFinishLaunching:] SDLMain.m:300 0000014 0x7fff8fc3bed9 in _CFXNotificationPost (in CoreFoundation) + 2553 0000015 0x7fff91ce9e25 in -[NSNotificationCenter postNotificationName:object:userInfo:] (in Foundation) + 63 0000016 0x7fff8c67e55c in -[NSApplication _postDidFinishNotification] (in AppKit) + 291 0000017 0x7fff8c67e295 in -[NSApplication _sendFinishLaunchingNotification] (in AppKit) + 215 0000018 0x7fff8c67b481 in -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:] (in AppKit) + 565 0000019 0x7fff8c67b07b in -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] (in AppKit) + 350 0000020 0x7fff91d0370a in -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] (in Foundation) + 307 0000021 0x7fff91d0356c in _NSAppleEventManagerGenericHandler (in Foundation) + 105 0000022 0x7fff90c4b077 in aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned int, unsigned char*) (in AE) + 306 0000023 0x7fff90c4aed8 in dispatchEventAndSendReply(AEDesc const*, AEDesc*) (in AE) + 36 0000024 0x7fff90c4ad98 in aeProcessAppleEvent (in AE) + 317 0000025 0x7fff8ec71708 in AEProcessAppleEvent (in HIToolbox) + 99 0000026 0x7fff8c677865 in _DPSNextEvent (in AppKit) + 1455 0000027 0x7fff8c676e21 in -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] (in AppKit) + 127 0000028 0x7fff8c66e1d2 in -[NSApplication run] (in AppKit) + 516 0000029 0x100004de2 in CustomApplicationMain SDLMain.m:227 0000030 0x10000484f in main SDLMain.m:377 0000031 0x1000019a3 in start (in FS2_Open (debug)) + 51 0000032 0x0 in 0x0 0x61d000102c40 is located 64 bytes to the left of 2048-byte region [0x61d000102c80,0x61d000103480) allocated by thread T0 here: #0 0x105a51e05 in wrap_malloc (in libclang_rt.asan_osx_dynamic.dylib) + 53 0000001 0x102626088 in _vm_malloc stubs.cpp:571 0000002 0x1003eda0a in SCP_vm_allocator<opengl_shader_t>::allocate vmallocator.h:59 0000003 0x1003e8ed0 in std::_Vector_base<opengl_shader_t, SCP_vm_allocator<opengl_shader_t> >::_M_allocate stl_vector.h:131 0000004 0x1003e7920 in opengl_shader_t* std::vector<opengl_shader_t, SCP_vm_allocator<opengl_shader_t> >::_M_allocate_and_copy<opengl_shader_t*> stl_vector.h:766 0000005 0x1003e00c6 in std::vector<opengl_shader_t, SCP_vm_allocator<opengl_shader_t> >::reserve vector.tcc:76 0000006 0x1003d9904 in opengl_shader_init gropenglshader.cpp:494 0000007 0x100a673e4 in gr_opengl_init gropengl.cpp:2014 0000008 0x100963543 in gr_init_sub 2d.cpp:485 0000009 0x100960d2c in gr_init 2d.cpp:615 0000010 0x1002cc6ac in game_init freespace.cpp:1809 #11 0x1003105e9 in game_main freespace.cpp:7103 0000012 0x1003121c4 in SDL_main freespace.cpp:7294 0000013 0x100002c83 in -[SDLMain applicationDidFinishLaunching:] SDLMain.m:300 0000014 0x7fff8fc3bed9 in _CFXNotificationPost (in CoreFoundation) + 2553 0000015 0x7fff91ce9e25 in -[NSNotificationCenter postNotificationName:object:userInfo:] (in Foundation) + 63 0000016 0x7fff8c67e55c in -[NSApplication _postDidFinishNotification] (in AppKit) + 291 0000017 0x7fff8c67e295 in -[NSApplication _sendFinishLaunchingNotification] (in AppKit) + 215 0000018 0x7fff8c67b481 in -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:] (in AppKit) + 565 0000019 0x7fff8c67b07b in -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] (in AppKit) + 350 0000020 0x7fff91d0370a in -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] (in Foundation) + 307 0000021 0x7fff91d0356c in _NSAppleEventManagerGenericHandler (in Foundation) + 105 0000022 0x7fff90c4b077 in aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned int, unsigned char*) (in AE) + 306 0000023 0x7fff90c4aed8 in dispatchEventAndSendReply(AEDesc const*, AEDesc*) (in AE) + 36 0000024 0x7fff90c4ad98 in aeProcessAppleEvent (in AE) + 317 0000025 0x7fff8ec71708 in AEProcessAppleEvent (in HIToolbox) + 99 0000026 0x7fff8c677865 in _DPSNextEvent (in AppKit) + 1455 0000027 0x7fff8c676e21 in -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] (in AppKit) + 127 0000028 0x7fff8c66e1d2 in -[NSApplication run] (in AppKit) + 516 0000029 0x100004de2 in CustomApplicationMain SDLMain.m:227 Shadow bytes around the buggy address: 0x1c3a00020530: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd 0x1c3a00020540: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd 0x1c3a00020550: fd fd fd fd fd fd fd fd fa fa fa fa fa fa fa fa 0x1c3a00020560: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa 0x1c3a00020570: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa =>0x1c3a00020580: fa fa fa fa fa fa fa fa[fa]fa fa fa fa fa fa fa 0x1c3a00020590: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 0x1c3a000205a0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 0x1c3a000205b0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 0x1c3a000205c0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 0x1c3a000205d0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 Shadow byte legend (one shadow byte represents 8 application bytes): Addressable: 00 Partially addressable: 01 02 03 04 05 06 07 Heap left redzone: fa Heap right redzone: fb Freed heap region: fd Stack left redzone: f1 Stack mid redzone: f2 Stack right redzone: f3 Stack partial redzone: f4 Stack after return: f5 Stack use after scope: f8 Global redzone: f9 Global init order: f6 Poisoned by user: f7 ASan internal: fe ==31322==ABORTING | ||||
Tags | No tags attached. | ||||
|
It is caused where the preceding call to gr_opengl_maybe_create_shader() returns -1, which occurs in all cases where Use_GLSL variable equals 1. |
|
This is because the following is being reached in gropenglshader.cpp:897 if (in_error) { // We died on a lighting shader, probably due to instruction count. // Drop down to a special var that will use fixed-function rendering // but still allow for post-processing to work mprintf((" Shader in_error! Disabling GLSL model rendering!\n")); Use_GLSL = 1; Cmdline_height = 0; Cmdline_normal = 0; } --- Compiling deferred light shader... Loading built-in default shader for: deferred-v.sdr Loading built-in default shader for: deferred-f.sdr Fragment shader failed to compile: ERROR: 0:11: Invalid qualifiers 'in' in global variable context ERROR: 0:13: Invalid qualifiers 'in' in global variable context ERROR: 0:37: Use of undeclared identifier 'lightposition' ERROR: 0:38: Use of undeclared identifier 'lightDir' ERROR: 0:39: Use of undeclared identifier 'dist' ERROR: 0:42: Use of undeclared identifier 'lightDir' ERROR: 0:44: Use of undeclared identifier 'conedot' ERROR: 0:47: Use of undeclared identifier 'attenuation' ERROR: 0:47: Use of undeclared identifier 'conedot' ERROR: 0:49: Use of undeclared identifier 'conedot' ERROR: 0:52: Use of undeclared identifier 'attenuation' ERROR: 0:52: Use of undeclared identifier 'conedot' ERROR: 0:55: Use of undeclared identifier 'dist' ERROR: 0:63: Use of undeclared identifier 'beamvec' ERROR: 0:64: Use of undeclared identifier 'beamvec' ERROR: 0:64: Use of undeclared identifier 'beamlength' ERROR: 0:66: Use of undeclared identifier 'lightDir' ERROR: 0:66: Use of undeclared identifier 'beamDir' ERROR: 0:66: Use of undeclared identifier 'beamlength' ERROR: 0:69: Use of undeclared identifier 'lightposition' ERROR: 0:69: Use of undeclared identifier 'beamDir' ERROR: 0:69: Use of undeclared identifier 'neardist' ERROR: 0:70: Use of undeclared identifier 'lightDir' ERROR: 0:70: Use of undeclared identifier 'nearest' ERROR: 0:71: Use of undeclared identifier 'dist' ERROR: 0:71: Use of undeclared identifier 'lightDir' ERROR: 0:72: Use of undeclared identifier 'dist' ERROR: 0:75: Use of undeclared identifier 'lightDir' ERROR: 0:75: Use of undeclared identifier 'dist' ERROR: 0:76: Use of undeclared identifier 'lightDir' ERROR: 0:77: Use of undeclared identifier 'half_vec' ERROR: 0:78: Use of undeclared identifier 'lightDir' ERROR: 0:78: Use of undeclared identifier 'attenuation' ERROR: 0:79: Use of undeclared identifier 'NdotHV' ERROR: 0:79: Use of undeclared identifier 'attenuation' ERROR! Unable to create fragment shader! Shader in_error! Disabling GLSL model rendering! |
|
So in summary, this is caused by uses of gr_opengl_maybe_create_shader() inside gr_opengl_render_effect() not considering the potential -1 return value and dealing with it accordingly. |
|
Fix committed to trunk@9718. |
fs2open: trunk r9718 2013-07-08 13:40 Ported: N/A Details Diff |
Fix for Mantis 2861: Make sure we switch off shader-based effect rendering if the GPU can't handle it |
Affected Issues 0002861 |
|
mod - /trunk/fs2_open/code/graphics/grbatch.cpp | Diff File | ||
mod - /trunk/fs2_open/code/graphics/gropengldraw.cpp | Diff File | ||
mod - /trunk/fs2_open/code/graphics/gropengldraw.h | Diff File |
Date Modified | Username | Field | Change |
---|---|---|---|
2013-05-01 09:53 | Echelon9 | New Issue | |
2013-05-01 09:53 | Echelon9 | Status | new => assigned |
2013-05-01 09:53 | Echelon9 | Assigned To | => Echelon9 |
2013-05-01 10:51 | Echelon9 | Steps to Reproduce Updated | |
2013-05-01 10:52 | Echelon9 | Note Added: 0015011 | |
2013-05-01 13:08 | Echelon9 | Note Added: 0015013 | |
2013-05-01 13:08 | Echelon9 | Assigned To | Echelon9 => |
2013-05-01 13:08 | Echelon9 | Status | assigned => confirmed |
2013-05-01 13:17 | Echelon9 | Note Added: 0015014 | |
2013-05-01 13:26 | Echelon9 | Note Edited: 0015014 | |
2013-05-07 13:44 | Echelon9 | Assigned To | => Valathil |
2013-05-07 13:44 | Echelon9 | Status | confirmed => assigned |
2013-07-08 16:35 | The_E | Changeset attached | => fs2open trunk r9718 |
2013-07-08 16:35 | The_E | Note Added: 0015176 | |
2013-07-08 16:35 | The_E | Status | assigned => resolved |
2013-07-08 16:35 | The_E | Resolution | open => fixed |