a695d62772
This addresses a sanitizer issue discovered in https://oss-fuzz.com/testcase-detail/4908118777266176 (it has not been assigned an oss-fuzz bug number yet; coming soon) This puts an upper bound on struct nesting, again to prevent memory- layout and other recursive type-handling code from overflowing the stack. Coincidentally, while researching GLSL behavior around this bug, I learned that WebGL has a similar limitation but caps nested structs to 4 deep. (I could not find any documented GLSL upper bound.) Note that both the GLSL and Metal outputs for StructMaxDepth are badly malformed. (Structs cannot be embedded within another struct in GLSL; structs SA7 and below are never declared in GLSL; the array list for SA7 is backwards in GLSL; Metal is missing structs SA1 through SA8; Metal puts the array list on the type instead of the variable name.) These issues will be addressed in separate CLs. Change-Id: I0f1059b6faa400cd0647dd7010ec839f73779a36 Bug: skia:10922, skia:10923, skia:10925, skia:10926 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/333316 Commit-Queue: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Auto-Submit: John Stiles <johnstiles@google.com>
29 lines
590 B
Metal
29 lines
590 B
Metal
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Inputs {
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struct S8 {
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struct S7 {
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struct S6 {
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struct S5 {
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struct S4 {
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struct S3 {
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struct S2 {
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struct S1 {
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int x;
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} x;
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} x;
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} x;
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} x;
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} x;
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} x;
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} x;
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} s8;
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SA8[1][2][3][4][5][6][7][8] sa8;
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};
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struct Outputs {
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float4 sk_FragColor [[color(0)]];
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};
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