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>
37 lines
1.2 KiB
C++
37 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 FuzzSKSL2GLSL(sk_sp<SkData> bytes) {
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SkSL::Compiler compiler;
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SkSL::String output;
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SkSL::Program::Settings settings;
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sk_sp<GrShaderCaps> caps = SkSL::ShaderCapsFactory::Default();
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settings.fCaps = caps.get();
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std::unique_ptr<SkSL::Program> program = compiler.convertProgram(
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SkSL::Program::kFragment_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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if (!program || !compiler.toGLSL(*program, &output)) {
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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(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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FuzzSKSL2GLSL(bytes);
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return 0;
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}
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#endif
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