719239cd69
Change-Id: I238d29ba0250224fa593845ae65192653f58faff Reviewed-on: https://skia-review.googlesource.com/c/skia/+/528156 Reviewed-by: Kevin Lubick <kjlubick@google.com> Reviewed-by: Jim Van Verth <jvanverth@google.com> Commit-Queue: Greg Daniel <egdaniel@google.com>
36 lines
1.1 KiB
C++
36 lines
1.1 KiB
C++
/*
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* Copyright 2021 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 "fuzz/Fuzz.h"
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#include "fuzz/FuzzCommon.h"
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#include "include/core/SkPath.h"
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#include "src/gpu/ganesh/GrEagerVertexAllocator.h"
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#include "src/gpu/ganesh/geometry/GrPathUtils.h"
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#include "src/gpu/ganesh/geometry/GrTriangulator.h"
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DEF_FUZZ(Triangulation, fuzz) {
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SkPath path;
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FuzzEvilPath(fuzz, &path, SkPath::Verb::kDone_Verb);
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SkScalar tol = GrPathUtils::scaleToleranceToSrc(GrPathUtils::kDefaultTolerance,
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SkMatrix::I(), path.getBounds());
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// TODO(robertphillips): messing w/ the clipBounds might be another axis to fuzz.
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// afaict it only affects inverse filled paths.
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SkRect clipBounds = path.getBounds();
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GrCpuVertexAllocator allocator;
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bool isLinear;
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int count = GrTriangulator::PathToTriangles(path, tol, clipBounds, &allocator, &isLinear);
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if (count > 0) {
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allocator.detachVertexData(); // normally handled by the triangulating path renderer.
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}
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}
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