Index: content/common/sandbox_policy.cc |
=================================================================== |
--- content/common/sandbox_policy.cc (revision 133066) |
+++ content/common/sandbox_policy.cc (working copy) |
@@ -339,29 +339,28 @@ |
// Swiftshader path. |
policy->SetTokenLevel(sandbox::USER_RESTRICTED_SAME_ACCESS, |
sandbox::USER_LIMITED); |
- // UI restrictions break when we access Windows from outside our job. |
- // However, we don't want a proxy window in this process because it can |
- // introduce deadlocks where the renderer blocks on the gpu, which in |
- // turn blocks on the browser UI thread. So, instead we forgo a window |
- // message pump entirely and just add job restrictions to prevent child |
- // processes. |
- policy->SetJobLevel(sandbox::JOB_LIMITED_USER, |
- JOB_OBJECT_UILIMIT_SYSTEMPARAMETERS | |
- JOB_OBJECT_UILIMIT_DESKTOP | |
- JOB_OBJECT_UILIMIT_EXITWINDOWS | |
- JOB_OBJECT_UILIMIT_DISPLAYSETTINGS); |
} else { |
// Angle + DirectX path. |
policy->SetTokenLevel(sandbox::USER_RESTRICTED_SAME_ACCESS, |
sandbox::USER_RESTRICTED); |
- policy->SetJobLevel(sandbox::JOB_LOCKDOWN, |
- JOB_OBJECT_UILIMIT_HANDLES); |
// This is a trick to keep the GPU out of low-integrity processes. It |
// starts at low-integrity for UIPI to work, then drops below |
// low-integrity after warm-up. |
policy->SetDelayedIntegrityLevel(sandbox::INTEGRITY_LEVEL_UNTRUSTED); |
} |
+ // UI restrictions break when we access Windows from outside our job. |
+ // However, we don't want a proxy window in this process because it can |
+ // introduce deadlocks where the renderer blocks on the gpu, which in |
+ // turn blocks on the browser UI thread. So, instead we forgo a window |
+ // message pump entirely and just add job restrictions to prevent child |
+ // processes. |
+ policy->SetJobLevel(sandbox::JOB_LIMITED_USER, |
+ JOB_OBJECT_UILIMIT_SYSTEMPARAMETERS | |
+ JOB_OBJECT_UILIMIT_DESKTOP | |
+ JOB_OBJECT_UILIMIT_EXITWINDOWS | |
+ JOB_OBJECT_UILIMIT_DISPLAYSETTINGS); |
+ |
policy->SetIntegrityLevel(sandbox::INTEGRITY_LEVEL_LOW); |
} |
} else { |