| // 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; |
| } |