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>
46 lines
1.2 KiB
C++
46 lines
1.2 KiB
C++
/*
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* Copyright 2018 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/android/SkAnimatedImage.h"
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#include "include/codec/SkAndroidCodec.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkData.h"
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#include "include/core/SkSurface.h"
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bool FuzzAnimatedImage(sk_sp<SkData> bytes) {
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auto codec = SkAndroidCodec::MakeFromData(bytes);
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if (nullptr == codec) {
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return false;
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}
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auto aImg = SkAnimatedImage::Make(std::move(codec));
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if (nullptr == aImg) {
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return false;
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}
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auto s = SkSurface::MakeRasterN32Premul(128, 128);
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if (!s) {
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// May return nullptr in memory-constrained fuzzing environments
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return false;
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}
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int escape = 0;
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while (!aImg->isFinished() && escape < 100) {
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aImg->draw(s->getCanvas());
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escape++;
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aImg->decodeNextFrame();
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}
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return true;
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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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auto bytes = SkData::MakeWithoutCopy(data, size);
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FuzzAnimatedImage(bytes);
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return 0;
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}
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#endif
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