blob: d64466b25b299d8ead9fa4a5695652d5a9d470dd [file] [log] [blame]
// Copyright 2017 The SwiftShader Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "OpenGL/compiler/InitializeGlobals.h"
#include "OpenGL/compiler/InitializeParseContext.h"
#include "OpenGL/compiler/TranslatorASM.h"
// TODO: Debug macros of the GLSL compiler clash with core SwiftShader's.
// They should not be exposed through the interface headers above.
#undef ASSERT
#undef UNIMPLEMENTED
#include "Renderer/VertexProcessor.hpp"
#include "Shader/VertexProgram.hpp"
#include <cstdint>
#include <memory>
#include <cassert>
namespace {
// TODO(cwallez@google.com): Like in ANGLE, disable most of the pool allocator for fuzzing
// This is a helper class to make sure all the resources used by the compiler are initialized
class ScopedPoolAllocatorAndTLS {
public:
ScopedPoolAllocatorAndTLS() {
InitializeParseContextIndex();
InitializePoolIndex();
SetGlobalPoolAllocator(&allocator);
}
~ScopedPoolAllocatorAndTLS() {
SetGlobalPoolAllocator(nullptr);
FreePoolIndex();
FreeParseContextIndex();
}
private:
TPoolAllocator allocator;
};
// Trivial implementation of the glsl::Shader interface that fakes being an API-level
// shader object.
class FakeVS : public glsl::Shader {
public:
FakeVS(sw::VertexShader* bytecode) : bytecode(bytecode) {
}
sw::Shader *getShader() const override {
return bytecode;
}
sw::VertexShader *getVertexShader() const override {
return bytecode;
}
private:
sw::VertexShader* bytecode;
};
} // anonymous namespace
extern "C" int LLVMFuzzerTestOneInput(const uint8_t* data, size_t size)
{
// Data layout:
//
// byte: boolean states
// {
// byte: stream type
// byte: stream count and normalized
// } [MAX_VERTEX_INPUTS]
// {
// byte[32]: reserved sampler state
// } [VERTEX_TEXTURE_IMAGE_UNITS]
//
// char source[] // null terminated
const size_t kHeaderSize = 1 + 2 * sw::MAX_VERTEX_INPUTS + 32 * sw::VERTEX_TEXTURE_IMAGE_UNITS;
if(size <= kHeaderSize)
{
return 0;
}
if (data[size -1] != 0)
{
return 0;
}
std::unique_ptr<ScopedPoolAllocatorAndTLS> allocatorAndTLS(new ScopedPoolAllocatorAndTLS);
std::unique_ptr<sw::VertexShader> shader(new sw::VertexShader);
std::unique_ptr<FakeVS> fakeVS(new FakeVS(shader.get()));
std::unique_ptr<TranslatorASM> glslCompiler(new TranslatorASM(fakeVS.get(), GL_VERTEX_SHADER));
// TODO(cwallez@google.com): have a function to init to default values somewhere
ShBuiltInResources resources;
resources.MaxVertexAttribs = sw::MAX_VERTEX_INPUTS;
resources.MaxVertexUniformVectors = sw::VERTEX_UNIFORM_VECTORS - 3;
resources.MaxVaryingVectors = MIN(sw::MAX_VERTEX_OUTPUTS, sw::MAX_VERTEX_INPUTS);
resources.MaxVertexTextureImageUnits = sw::VERTEX_TEXTURE_IMAGE_UNITS;
resources.MaxCombinedTextureImageUnits = sw::TEXTURE_IMAGE_UNITS + sw::VERTEX_TEXTURE_IMAGE_UNITS;
resources.MaxTextureImageUnits = sw::TEXTURE_IMAGE_UNITS;
resources.MaxFragmentUniformVectors = sw::FRAGMENT_UNIFORM_VECTORS - 3;
resources.MaxDrawBuffers = sw::RENDERTARGETS;
resources.MaxVertexOutputVectors = 16; // ???
resources.MaxFragmentInputVectors = 15; // ???
resources.MinProgramTexelOffset = sw::MIN_PROGRAM_TEXEL_OFFSET;
resources.MaxProgramTexelOffset = sw::MAX_PROGRAM_TEXEL_OFFSET;
resources.OES_standard_derivatives = 1;
resources.OES_fragment_precision_high = 1;
resources.OES_EGL_image_external = 1;
resources.EXT_draw_buffers = 1;
resources.MaxCallStackDepth = 16;
glslCompiler->Init(resources);
const char* glslSource = reinterpret_cast<const char*>(data + kHeaderSize);
if (!glslCompiler->compile(&glslSource, 1, SH_OBJECT_CODE))
{
return 0;
}
std::unique_ptr<sw::VertexShader> bytecodeShader(new sw::VertexShader(fakeVS->getVertexShader()));
sw::VertexProcessor::State state;
state.textureSampling = bytecodeShader->containsTextureSampling();
state.positionRegister = bytecodeShader->getPositionRegister();
state.pointSizeRegister = bytecodeShader->getPointSizeRegister();
state.preTransformed = (data[0] & 0x01) != 0;
state.superSampling = (data[0] & 0x02) != 0;
state.multiSampling = (data[0] & 0x04) != 0;
state.transformFeedbackQueryEnabled = (data[0] & 0x08) != 0;
state.transformFeedbackEnabled = (data[0] & 0x10) != 0;
state.verticesPerPrimitive = 1 + ((data[0] & 0x20) != 0) + ((data[0] & 0x40) != 0);
if((data[0] & 0x80) != 0) // Unused/reserved.
{
return 0;
}
constexpr int MAX_ATTRIBUTE_COMPONENTS = 4;
struct Stream
{
uint8_t count : BITS(MAX_ATTRIBUTE_COMPONENTS);
bool normalized : 1;
uint8_t reserved : 8 - BITS(MAX_ATTRIBUTE_COMPONENTS) - 1;
};
for(int i = 0; i < sw::MAX_VERTEX_INPUTS; i++)
{
sw::StreamType type = (sw::StreamType)data[1 + 2 * i + 0];
Stream stream = (Stream&)data[1 + 2 * i + 1];
if(type > sw::STREAMTYPE_LAST) return 0;
if(stream.count > MAX_ATTRIBUTE_COMPONENTS) return 0;
if(stream.reserved != 0) return 0;
state.input[i].type = type;
state.input[i].count = stream.count;
state.input[i].normalized = stream.normalized;
state.input[i].attribType = bytecodeShader->getAttribType(i);
}
for(unsigned int i = 0; i < sw::VERTEX_TEXTURE_IMAGE_UNITS; i++)
{
// TODO
// if(bytecodeShader->usesSampler(i))
// {
// state.samplerState[i] = context->sampler[sw::TEXTURE_IMAGE_UNITS + i].samplerState();
// }
for(int j = 0; j < 32; j++)
{
if(data[1 + 2 * sw::MAX_VERTEX_INPUTS + 32 * i + j] != 0)
{
return 0;
}
}
}
for(int i = 0; i < sw::MAX_VERTEX_OUTPUTS; i++)
{
state.output[i].xWrite = bytecodeShader->getOutput(i, 0).active();
state.output[i].yWrite = bytecodeShader->getOutput(i, 1).active();
state.output[i].zWrite = bytecodeShader->getOutput(i, 2).active();
state.output[i].wWrite = bytecodeShader->getOutput(i, 3).active();
}
sw::VertexProgram program(state, bytecodeShader.get());
program.generate();
sw::Routine *routine = program(L"VertexRoutine");
assert(routine);
const void *entry = routine->getEntry();
assert(entry);
delete routine;
return 0;
}