blob: 540ac6567ace6bfceae187fc0117a310ba0460e7 [file] [log] [blame]
// Copyright 2019 The Dawn Authors
//
// 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 <cstdint>
#include <string>
#include <vector>
#include "spvc/spvc.hpp"
extern "C" int LLVMFuzzerInitialize(int* argc, char*** argv) {
return 0;
}
extern "C" int LLVMFuzzerTestOneInput(const uint8_t* data, size_t size) {
shaderc_spvc::Context context;
if (!context.IsValid()) {
return 0;
}
shaderc_spvc::CompilationResult result;
shaderc_spvc::CompileOptions options;
options.SetSourceEnvironment(shaderc_target_env_webgpu, shaderc_env_version_webgpu);
options.SetTargetEnvironment(shaderc_target_env_vulkan, shaderc_env_version_vulkan_1_1);
// Using the options that are used by Dawn, they appear in ShaderModuleD3D12.cpp
// TODO(sarahM0): double check these option after completion of spvc integration
options.SetHLSLShaderModel(51);
// TODO (hao.x.li@intel.com): The HLSLPointCoordCompat and HLSLPointSizeCompat are
// required temporarily for https://bugs.chromium.org/p/dawn/issues/detail?id=146,
// but should be removed once WebGPU requires there is no gl_PointSize builtin.
// See https://github.com/gpuweb/gpuweb/issues/332
options.SetHLSLPointCoordCompat(true);
options.SetHLSLPointSizeCompat(true);
size_t sizeInU32 = size / sizeof(uint32_t);
const uint32_t* u32Data = reinterpret_cast<const uint32_t*>(data);
std::vector<uint32_t> input(u32Data, u32Data + sizeInU32);
if (input.size() != 0) {
if (context.InitializeForHlsl(input.data(), input.size(), options) ==
shaderc_spvc_status_success) {
context.CompileShader(&result);
}
}
return 0;
}