c0bd9f9fe5
Current strategy: everything from the top Things to look at first are the manual changes: - added tools/rewrite_includes.py - removed -Idirectives from BUILD.gn - various compile.sh simplifications - tweak tools/embed_resources.py - update gn/find_headers.py to write paths from the top - update gn/gn_to_bp.py SkUserConfig.h layout so that #include "include/config/SkUserConfig.h" always gets the header we want. No-Presubmit: true Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706 Commit-Queue: Mike Klein <mtklein@google.com> Reviewed-by: Hal Canary <halcanary@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Reviewed-by: Florin Malita <fmalita@chromium.org>
47 lines
1.0 KiB
C++
47 lines
1.0 KiB
C++
/*
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* Copyright 2018 Google Inc.
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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 "fuzz/Fuzz.h"
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#include "fuzz/FuzzCommon.h"
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#include "include/core/SkData.h"
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#include "include/core/SkPath.h"
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#include "include/core/SkRegion.h"
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void FuzzRegionSetPath(Fuzz* fuzz) {
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SkPath p;
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FuzzNicePath(fuzz, &p, 1000);
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SkRegion r1;
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bool initR1;
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fuzz->next(&initR1);
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if (initR1) {
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fuzz->next(&r1);
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}
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SkRegion r2;
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fuzz->next(&r2);
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r1.setPath(p, r2);
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// Do some follow on computations to make sure region is well-formed.
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r1.computeRegionComplexity();
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r1.isComplex();
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if (r1 == r2) {
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r1.contains(0,0);
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} else {
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r1.contains(1,1);
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}
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}
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#if defined(IS_FUZZING_WITH_LIBFUZZER)
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extern "C" int LLVMFuzzerTestOneInput(const uint8_t *data, size_t size) {
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sk_sp<SkData> bytes(SkData::MakeWithoutCopy(data, size));
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Fuzz fuzz(bytes);
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FuzzRegionSetPath(&fuzz);
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return 0;
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}
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#endif
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