blob: a75587f8888f65feef6a13d8f0ccf5fece32188f [file] [log] [blame]
/*
* Copyright 2020 Google, LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/core/SkCanvas.h"
#include "include/core/SkColorFilter.h"
#include "include/core/SkPaint.h"
#include "include/core/SkShader.h"
#include "include/core/SkSurface.h"
#include "include/effects/SkBlenders.h"
#include "include/effects/SkRuntimeEffect.h"
#include "src/gpu/ganesh/GrShaderCaps.h"
#include "fuzz/Fuzz.h"
/**
* The fuzzer treats the input bytes as an SkSL program. The requested number of uniforms and
* children are automatically synthesized to match the program's needs.
*
* We fuzz twice, with two different settings for inlining in the SkSL compiler. By default, the
* compiler inlines most small to medium functions. This can hide bugs related to function-calling.
* So we run the fuzzer once with inlining disabled, and again with it enabled.
* This gives us better coverage, and eases the burden on the fuzzer to inject useless noise into
* functions to suppress inlining.
*/
static bool FuzzSkRuntimeEffect_Once(sk_sp<SkData> codeBytes,
const SkRuntimeEffect::Options& options) {
SkString shaderText{static_cast<const char*>(codeBytes->data()), codeBytes->size()};
SkRuntimeEffect::Result result = SkRuntimeEffect::MakeForShader(shaderText, options);
SkRuntimeEffect* effect = result.effect.get();
if (!effect) {
return false;
}
// Create storage for our uniforms.
sk_sp<SkData> uniformBytes = SkData::MakeZeroInitialized(effect->uniformSize());
void* uniformData = uniformBytes->writable_data();
for (const SkRuntimeEffect::Uniform& u : effect->uniforms()) {
// We treat scalars, vectors, matrices and arrays the same. We just figure out how many
// uniform slots need to be filled, and write consecutive numbers into those slots.
static_assert(sizeof(int) == 4 && sizeof(float) == 4);
size_t numFields = u.sizeInBytes() / 4;
if (u.type == SkRuntimeEffect::Uniform::Type::kInt ||
u.type == SkRuntimeEffect::Uniform::Type::kInt2 ||
u.type == SkRuntimeEffect::Uniform::Type::kInt3 ||
u.type == SkRuntimeEffect::Uniform::Type::kInt4) {
int intVal = 0;
while (numFields--) {
// Assign increasing integer values to each slot (0, 1, 2, ...).
*static_cast<int*>(uniformData) = intVal++;
uniformData = static_cast<int*>(uniformData) + 1;
}
} else {
float floatVal = 0.0f;
while (numFields--) {
// Assign increasing float values to each slot (0.0, 1.0, 2.0, ...).
*static_cast<float*>(uniformData) = floatVal++;
uniformData = static_cast<float*>(uniformData) + 1;
}
}
}
// Create valid children for any requested child effects.
std::vector<SkRuntimeEffect::ChildPtr> children;
children.reserve(effect->children().size());
for (const SkRuntimeEffect::Child& c : effect->children()) {
switch (c.type) {
case SkRuntimeEffect::ChildType::kShader:
children.push_back(SkShaders::Color(SK_ColorRED));
break;
case SkRuntimeEffect::ChildType::kColorFilter:
children.push_back(SkColorFilters::Blend(SK_ColorBLUE, SkBlendMode::kModulate));
break;
case SkRuntimeEffect::ChildType::kBlender:
children.push_back(SkBlenders::Arithmetic(0.50f, 0.25f, 0.10f, 0.05f, false));
break;
}
}
sk_sp<SkShader> shader = effect->makeShader(uniformBytes, SkSpan(children));
if (!shader) {
return false;
}
SkPaint paint;
paint.setShader(std::move(shader));
sk_sp<SkSurface> s = SkSurface::MakeRasterN32Premul(128, 128);
if (!s) {
return false;
}
s->getCanvas()->drawPaint(paint);
return true;
}
bool FuzzSkRuntimeEffect(sk_sp<SkData> bytes) {
// Test once with optimization disabled...
SkRuntimeEffect::Options options;
options.forceUnoptimized = true;
bool result = FuzzSkRuntimeEffect_Once(bytes, options);
// ... and then with optimization enabled.
options.forceUnoptimized = false;
result = FuzzSkRuntimeEffect_Once(bytes, options) || result;
return result;
}
#if defined(SK_BUILD_FOR_LIBFUZZER)
extern "C" int LLVMFuzzerTestOneInput(const uint8_t *data, size_t size) {
if (size > 3000) {
return 0;
}
auto bytes = SkData::MakeWithoutCopy(data, size);
FuzzSkRuntimeEffect(bytes);
return 0;
}
#endif