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kc3-lang/angle/src/compiler/fuzz

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  • Author : Martin Radev
    Date : 2017-07-07 18:52:09
    Hash : c39a19aa
    Message : Select viewport index in the GLSL/ESSL vertex shader The patch enables viewport selection for multiview rendering in the GLSL/ESSL vertex shader through the use of the GL_NV_viewport_array2 extension. The AST is modified only for GLSL and ESSL to include the viewport selection expression after ViewID_OVR's initialization. BUG=angleproject:2062 TEST=angle_unittests Change-Id: Iee05bb5a4b687ed53ddbdd466f1572227b1f0cde

  • translator_fuzzer.cpp
  • //
    // Copyright (c) 2016 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // translator_fuzzer.cpp: A libfuzzer fuzzer for the shader translator.
    
    #include <cstddef>
    #include <cstdint>
    #include <iostream>
    #include <memory>
    #include <unordered_map>
    
    #include "angle_gl.h"
    #include "compiler/translator/Compiler.h"
    #include "compiler/translator/util.h"
    
    using namespace sh;
    
    struct TranslatorCacheKey
    {
        bool operator==(const TranslatorCacheKey &other) const
        {
            return type == other.type && spec == other.spec && output == other.output;
        }
    
        uint32_t type   = 0;
        uint32_t spec   = 0;
        uint32_t output = 0;
    };
    
    namespace std
    {
    
    template <>
    struct hash<TranslatorCacheKey>
    {
        std::size_t operator()(const TranslatorCacheKey &k) const
        {
            return (hash<uint32_t>()(k.type) << 1) ^ (hash<uint32_t>()(k.spec) >> 1) ^
                   hash<uint32_t>()(k.output);
        }
    };
    }  // namespace std
    
    struct TCompilerDeleter
    {
        void operator()(TCompiler *compiler) const { DeleteCompiler(compiler); }
    };
    
    using UniqueTCompiler = std::unique_ptr<TCompiler, TCompilerDeleter>;
    
    static std::unordered_map<TranslatorCacheKey, UniqueTCompiler> translators;
    
    extern "C" int LLVMFuzzerTestOneInput(const uint8_t *data, size_t size)
    {
        // Reserve some size for future compile options
        const size_t kHeaderSize = 128;
    
        if (size <= kHeaderSize)
        {
            return 0;
        }
    
        // Make sure the rest of data will be a valid C string so that we don't have to copy it.
        if (data[size - 1] != 0)
        {
            return 0;
        }
    
        uint32_t type    = *reinterpret_cast<const uint32_t *>(data);
        uint32_t spec    = *reinterpret_cast<const uint32_t *>(data + 4);
        uint32_t output  = *reinterpret_cast<const uint32_t *>(data + 8);
        uint64_t options = *reinterpret_cast<const uint64_t *>(data + 12);
    
        if (type != GL_FRAGMENT_SHADER && type != GL_VERTEX_SHADER)
        {
            return 0;
        }
    
        if (spec != SH_GLES2_SPEC && type != SH_WEBGL_SPEC && spec != SH_GLES3_SPEC &&
            spec != SH_WEBGL2_SPEC)
        {
            return 0;
        }
    
        ShShaderOutput shaderOutput = static_cast<ShShaderOutput>(output);
        if (!(IsOutputGLSL(shaderOutput) || IsOutputESSL(shaderOutput)) &&
            (options & SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER) != 0u)
        {
            // This compiler option is only available in ESSL and GLSL.
            return 0;
        }
    
        std::vector<uint32_t> validOutputs;
        validOutputs.push_back(SH_ESSL_OUTPUT);
        validOutputs.push_back(SH_GLSL_COMPATIBILITY_OUTPUT);
        validOutputs.push_back(SH_GLSL_130_OUTPUT);
        validOutputs.push_back(SH_GLSL_140_OUTPUT);
        validOutputs.push_back(SH_GLSL_150_CORE_OUTPUT);
        validOutputs.push_back(SH_GLSL_330_CORE_OUTPUT);
        validOutputs.push_back(SH_GLSL_400_CORE_OUTPUT);
        validOutputs.push_back(SH_GLSL_410_CORE_OUTPUT);
        validOutputs.push_back(SH_GLSL_420_CORE_OUTPUT);
        validOutputs.push_back(SH_GLSL_430_CORE_OUTPUT);
        validOutputs.push_back(SH_GLSL_440_CORE_OUTPUT);
        validOutputs.push_back(SH_GLSL_450_CORE_OUTPUT);
        validOutputs.push_back(SH_HLSL_3_0_OUTPUT);
        validOutputs.push_back(SH_HLSL_4_1_OUTPUT);
        validOutputs.push_back(SH_HLSL_4_0_FL9_3_OUTPUT);
        bool found = false;
        for (auto valid : validOutputs)
        {
            found = found || (valid == output);
        }
        if (!found)
        {
            return 0;
        }
    
        size -= kHeaderSize;
        data += kHeaderSize;
    
        if (!sh::Initialize())
        {
            return 0;
        }
    
        TranslatorCacheKey key;
        key.type   = type;
        key.spec   = spec;
        key.output = output;
    
        if (translators.find(key) == translators.end())
        {
            UniqueTCompiler translator(
                ConstructCompiler(type, static_cast<ShShaderSpec>(spec), shaderOutput));
    
            if (translator == nullptr)
            {
                return 0;
            }
    
            ShBuiltInResources resources;
            sh::InitBuiltInResources(&resources);
    
            // Enable all the extensions to have more coverage
            resources.OES_standard_derivatives        = 1;
            resources.OES_EGL_image_external          = 1;
            resources.OES_EGL_image_external_essl3    = 1;
            resources.NV_EGL_stream_consumer_external = 1;
            resources.ARB_texture_rectangle           = 1;
            resources.EXT_blend_func_extended         = 1;
            resources.EXT_draw_buffers                = 1;
            resources.EXT_frag_depth                  = 1;
            resources.EXT_shader_texture_lod          = 1;
            resources.WEBGL_debug_shader_precision    = 1;
            resources.EXT_shader_framebuffer_fetch    = 1;
            resources.NV_shader_framebuffer_fetch     = 1;
            resources.ARM_shader_framebuffer_fetch    = 1;
            resources.EXT_YUV_target                  = 1;
            resources.MaxDualSourceDrawBuffers        = 1;
    
            if (!translator->Init(resources))
            {
                return 0;
            }
    
            translators[key] = std::move(translator);
        }
    
        auto &translator = translators[key];
    
        const char *shaderStrings[] = {reinterpret_cast<const char *>(data)};
        translator->compile(shaderStrings, 1, options);
    
        return 0;
    }