Fill vertex routine state for fuzzer.

Bug swiftshader:86

Change-Id: I8339f3882163daa078ac71034aaf37147e51d725
Reviewed-on: https://swiftshader-review.googlesource.com/13349
Tested-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
diff --git a/tests/fuzzers/VertexRoutineFuzzer.cpp b/tests/fuzzers/VertexRoutineFuzzer.cpp
index 986f839..af6dc4b 100644
--- a/tests/fuzzers/VertexRoutineFuzzer.cpp
+++ b/tests/fuzzers/VertexRoutineFuzzer.cpp
@@ -62,68 +62,135 @@
 			return bytecode;
 		}
 
-
 	private:
 		sw::VertexShader* bytecode;
 };
 
-// Keep the compiler-related objects between fuzzer runs to speed up the iteration speed.
-std::unique_ptr<ScopedPoolAllocatorAndTLS> allocatorAndTLS;
-std::unique_ptr<sw::VertexShader> bytecodeShader;
-std::unique_ptr<FakeVS> fakeVS;
-std::unique_ptr<TranslatorASM> glslCompiler;
-
 } // anonymous namespace
 
-extern "C" int LLVMFuzzerTestOneInput(const uint8_t* data, size_t size) {
-	if (allocatorAndTLS == nullptr) {
-		allocatorAndTLS.reset(new ScopedPoolAllocatorAndTLS);
+extern "C" int LLVMFuzzerTestOneInput(const uint8_t* data, size_t size)
+{
+	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 = "void main() {gl_Position = vec4(1.0);}";
+	
+	if (!glslCompiler->compile(&glslSource, 1, SH_OBJECT_CODE))
+	{
+		return 0;
 	}
 
-	if (bytecodeShader == nullptr) {
-		bytecodeShader.reset(new sw::VertexShader);
-	}
-
-	if (fakeVS == nullptr) {
-		fakeVS.reset(new FakeVS(bytecodeShader.get()));
-	}
-
-	if (glslCompiler == nullptr) {
-		glslCompiler.reset(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);
-	}
+	std::unique_ptr<sw::VertexShader> bytecodeShader(new sw::VertexShader(fakeVS->getVertexShader()));
 
 	sw::VertexProcessor::State state;
 
-	// TODO fill in the state
+	// 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]
 
-	const char* glslSource = "void main() {gl_Position = vec4(1.0);}";
+	const int state_size = 1 + 2 * sw::MAX_VERTEX_INPUTS + 32 * sw::VERTEX_TEXTURE_IMAGE_UNITS;
 
-	if (!glslCompiler->compile(&glslSource, 1, SH_OBJECT_CODE)) {
+	if(size < state_size)
+	{
 		return 0;
 	}
 
+	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;
+	}
+
+	struct Stream
+	{
+		uint8_t count : BITS(sw::STREAMTYPE_LAST);
+		bool normalized;
+		uint8_t reserved : 8 - BITS(sw::STREAMTYPE_LAST) - 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 > 4) 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();