9194675a3e
This maps to usage better, and makes some code simpler to understand. Note that there is still a PipelineStage *back-end*, which is specific to the runtime-effect FP. A kRuntimeEffect_Kind program can be used to generate a PipelineStage (for the GPU backend), or an skvm program (for the CPU backend). Change-Id: Id3f535db93a239726c595225aafe9467f0d19817 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/344969 Reviewed-by: John Stiles <johnstiles@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
39 lines
1.2 KiB
C++
39 lines
1.2 KiB
C++
/*
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* Copyright 2019 Google, LLC
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "src/gpu/GrShaderCaps.h"
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#include "src/sksl/SkSLCompiler.h"
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#include "fuzz/Fuzz.h"
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bool FuzzSKSL2Pipeline(sk_sp<SkData> bytes) {
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sk_sp<GrShaderCaps> caps = SkSL::ShaderCapsFactory::Default();
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SkSL::Compiler compiler(caps.get());
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SkSL::Program::Settings settings;
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std::unique_ptr<SkSL::Program> program = compiler.convertProgram(
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SkSL::Program::kRuntimeEffect_Kind,
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SkSL::String((const char*) bytes->data(),
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bytes->size()),
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settings);
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SkSL::PipelineStageArgs args;
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if (!program || !compiler.toPipelineStage(*program, &args)) {
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return false;
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}
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return true;
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}
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#if defined(SK_BUILD_FOR_LIBFUZZER)
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extern "C" int LLVMFuzzerTestOneInput(const uint8_t *data, size_t size) {
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if (size > 3000) {
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return 0;
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}
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auto bytes = SkData::MakeWithoutCopy(data, size);
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FuzzSKSL2Pipeline(bytes);
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return 0;
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}
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#endif
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