skia2/fuzz/FuzzTriangulation.cpp
Michael Ludwig db285de247 Adjust fuzzing behavior for triangulator/dashing
Bug 36932:
Adds a lower limit when fuzzing dash path effects, since it can produce
paths with > 140k verbs. While this is not that much memory on its own,
the triangulating path renderer can require 3+GB to complete its work
(although it doesn't actually fail).

Bug 36945, 37042:
Also has PathToTriangles check for finite paths before starting any
triangulation work. These paths were created with infinities and NaNs.
Normally such a path would be rejected at a higher level in SkCanvas.
Since the triangulator is being fuzzed directly, this emulates this.
It's included in GrTriangulator and not the fuzzer's main function
because it's a cheap test and theoretically we could encounter a path
that was built lower down (e.g. dashing or transformed to device space)
that then overflowed.

Bug: oss-fuzz:36923, oss-fuzz:36945, oss-fuzz:37042
Change-Id: If97212bf410f771b42cebaedb5733af1abbfc4b2
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/449520
Reviewed-by: Greg Daniel <egdaniel@google.com>
Reviewed-by: Jim Van Verth <jvanverth@google.com>
Commit-Queue: Michael Ludwig <michaelludwig@google.com>
2021-09-16 16:32:11 +00:00

36 lines
1.1 KiB
C++

/*
* Copyright 2021 Google, LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "fuzz/Fuzz.h"
#include "fuzz/FuzzCommon.h"
#include "include/core/SkPath.h"
#include "src/gpu/GrEagerVertexAllocator.h"
#include "src/gpu/geometry/GrPathUtils.h"
#include "src/gpu/geometry/GrTriangulator.h"
DEF_FUZZ(Triangulation, fuzz) {
SkPath path;
FuzzEvilPath(fuzz, &path, SkPath::Verb::kDone_Verb);
SkScalar tol = GrPathUtils::scaleToleranceToSrc(GrPathUtils::kDefaultTolerance,
SkMatrix::I(), path.getBounds());
// TODO(robertphillips): messing w/ the clipBounds might be another axis to fuzz.
// afaict it only affects inverse filled paths.
SkRect clipBounds = path.getBounds();
GrCpuVertexAllocator allocator;
bool isLinear;
int count = GrTriangulator::PathToTriangles(path, tol, clipBounds, &allocator, &isLinear);
if (count > 0) {
allocator.detachVertexData(); // normally handled by the triangulating path renderer.
}
}