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FuzzSkRuntimeEffect.cpp
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1/*
2 * Copyright 2020 Google, LLC
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8#include "fuzz/Fuzz.h"
9#include "fuzz/FuzzCommon.h"
17
18using namespace skia_private;
19
20/**
21 * The fuzzer treats the input bytes as an SkSL shader program. The requested number of uniforms and
22 * children are automatically synthesized to match the program's needs.
23 *
24 * We fuzz twice, with two different settings for inlining in the SkSL compiler. By default, the
25 * compiler inlines most small to medium functions. This can hide bugs related to function-calling.
26 * So we run the fuzzer once with inlining disabled, and again with it enabled.
27 * This gives us better coverage, and eases the burden on the fuzzer to inject useless noise into
28 * functions to suppress inlining.
29 */
30static bool FuzzSkRuntimeEffect_Once(const SkString& shaderText,
33 SkRuntimeEffect* effect = result.effect.get();
34 if (!effect) {
35 return false;
36 }
37
38 sk_sp<SkData> uniformBytes;
40 FuzzCreateValidInputsForRuntimeEffect(effect, uniformBytes, children);
41
42 sk_sp<SkShader> shader = effect->makeShader(uniformBytes, SkSpan(children));
43 if (!shader) {
44 return false;
45 }
47 paint.setShader(std::move(shader));
48
50 if (!s) {
51 return false;
52 }
53 s->getCanvas()->drawPaint(paint);
54
55 return true;
56}
57
58bool FuzzSkRuntimeEffect(const uint8_t *data, size_t size) {
59 // Test once with optimization disabled...
60 SkString shaderText{reinterpret_cast<const char*>(data), size};
63 bool result = FuzzSkRuntimeEffect_Once(shaderText, options);
64
65 // ... and then with optimization enabled.
66 options.forceUnoptimized = false;
68
69 return result;
70}
71
72#if defined(SK_BUILD_FOR_LIBFUZZER)
73extern "C" int LLVMFuzzerTestOneInput(const uint8_t *data, size_t size) {
74 if (size > 3000) {
75 return 0;
76 }
77 FuzzSkRuntimeEffect(data, size);
78 return 0;
79}
80#endif
const char * options
void FuzzCreateValidInputsForRuntimeEffect(SkRuntimeEffect *effect, sk_sp< SkData > &uniformBytes, TArray< SkRuntimeEffect::ChildPtr > &children)
static bool FuzzSkRuntimeEffect_Once(const SkString &shaderText, const SkRuntimeEffect::Options &options)
bool FuzzSkRuntimeEffect(const uint8_t *data, size_t size)
sk_sp< SkShader > makeShader(sk_sp< const SkData > uniforms, sk_sp< SkShader > children[], size_t childCount, const SkMatrix *localMatrix=nullptr) const
static Result MakeForShader(SkString sksl, const Options &)
const Paint & paint
int LLVMFuzzerTestOneInput(const uint8_t *Data, size_t Size)
struct MyStruct s
GAsyncResult * result
SK_API sk_sp< SkSurface > Raster(const SkImageInfo &imageInfo, size_t rowBytes, const SkSurfaceProps *surfaceProps)
static SkImageInfo MakeN32Premul(int width, int height)