d259c5e4a2
We were already running unit tests twice--once with inlining on, and once with inlining off, but always with optimization on. Now, the two passes are instead "inliner + optimizer both on" and "inliner + optimizer both off". (Testing the full 2x2 matrix of possibilities seems like overkill.) Change-Id: I73fb0932877c7b953c1f2e122125e5e7781a8582 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/539396 Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
124 lines
4.6 KiB
C++
124 lines
4.6 KiB
C++
/*
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* Copyright 2020 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 "include/core/SkCanvas.h"
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#include "include/core/SkColorFilter.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkShader.h"
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#include "include/core/SkSurface.h"
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#include "include/effects/SkBlenders.h"
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#include "include/effects/SkRuntimeEffect.h"
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#include "src/gpu/ganesh/GrShaderCaps.h"
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#include "fuzz/Fuzz.h"
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/**
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* The fuzzer treats the input bytes as an SkSL program. The requested number of uniforms and
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* children are automatically synthesized to match the program's needs.
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*
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* We fuzz twice, with two different settings for inlining in the SkSL compiler. By default, the
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* compiler inlines most small to medium functions. This can hide bugs related to function-calling.
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* So we run the fuzzer once with inlining disabled, and again with it enabled.
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* This gives us better coverage, and eases the burden on the fuzzer to inject useless noise into
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* functions to suppress inlining.
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*/
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static bool FuzzSkRuntimeEffect_Once(sk_sp<SkData> codeBytes,
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const SkRuntimeEffect::Options& options) {
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SkString shaderText{static_cast<const char*>(codeBytes->data()), codeBytes->size()};
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SkRuntimeEffect::Result result = SkRuntimeEffect::MakeForShader(shaderText, options);
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SkRuntimeEffect* effect = result.effect.get();
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if (!effect) {
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return false;
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}
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// Create storage for our uniforms.
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sk_sp<SkData> uniformBytes = SkData::MakeZeroInitialized(effect->uniformSize());
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void* uniformData = uniformBytes->writable_data();
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for (const SkRuntimeEffect::Uniform& u : effect->uniforms()) {
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// We treat scalars, vectors, matrices and arrays the same. We just figure out how many
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// uniform slots need to be filled, and write consecutive numbers into those slots.
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static_assert(sizeof(int) == 4 && sizeof(float) == 4);
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size_t numFields = u.sizeInBytes() / 4;
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if (u.type == SkRuntimeEffect::Uniform::Type::kInt ||
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u.type == SkRuntimeEffect::Uniform::Type::kInt2 ||
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u.type == SkRuntimeEffect::Uniform::Type::kInt3 ||
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u.type == SkRuntimeEffect::Uniform::Type::kInt4) {
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int intVal = 0;
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while (numFields--) {
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// Assign increasing integer values to each slot (0, 1, 2, ...).
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*static_cast<int*>(uniformData) = intVal++;
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uniformData = static_cast<int*>(uniformData) + 1;
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}
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} else {
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float floatVal = 0.0f;
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while (numFields--) {
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// Assign increasing float values to each slot (0.0, 1.0, 2.0, ...).
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*static_cast<float*>(uniformData) = floatVal++;
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uniformData = static_cast<float*>(uniformData) + 1;
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}
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}
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}
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// Create valid children for any requested child effects.
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std::vector<SkRuntimeEffect::ChildPtr> children;
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children.reserve(effect->children().size());
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for (const SkRuntimeEffect::Child& c : effect->children()) {
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switch (c.type) {
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case SkRuntimeEffect::ChildType::kShader:
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children.push_back(SkShaders::Color(SK_ColorRED));
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break;
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case SkRuntimeEffect::ChildType::kColorFilter:
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children.push_back(SkColorFilters::Blend(SK_ColorBLUE, SkBlendMode::kModulate));
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break;
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case SkRuntimeEffect::ChildType::kBlender:
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children.push_back(SkBlenders::Arithmetic(0.50f, 0.25f, 0.10f, 0.05f, false));
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break;
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}
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}
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sk_sp<SkShader> shader = effect->makeShader(uniformBytes, SkMakeSpan(children));
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if (!shader) {
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return false;
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}
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SkPaint paint;
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paint.setShader(std::move(shader));
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sk_sp<SkSurface> s = SkSurface::MakeRasterN32Premul(128, 128);
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if (!s) {
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return false;
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}
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s->getCanvas()->drawPaint(paint);
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return true;
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}
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bool FuzzSkRuntimeEffect(sk_sp<SkData> bytes) {
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// Test once with optimization disabled...
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SkRuntimeEffect::Options options;
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options.forceUnoptimized = true;
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bool result = FuzzSkRuntimeEffect_Once(bytes, options);
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// ... and then with optimization enabled.
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options.forceUnoptimized = false;
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result = FuzzSkRuntimeEffect_Once(bytes, options) || result;
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return result;
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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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FuzzSkRuntimeEffect(bytes);
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return 0;
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}
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#endif
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