1 // Copyright 2019 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4 
5 #ifndef GL_GLEXT_PROTOTYPES
6 #define GL_GLEXT_PROTOTYPES
7 #endif
8 
9 #include <GLES2/gl2.h>
10 #include <GLES2/gl2ext.h>
11 #include <GLES2/gl2extchromium.h>
12 #include <GLES3/gl3.h>
13 #include <stdint.h>
14 
15 #include <vector>
16 
17 #include "base/at_exit.h"
18 #include "base/command_line.h"
19 #include "base/i18n/icu_util.h"
20 #include "base/logging.h"
21 #include "base/message_loop/message_pump_type.h"
22 #include "base/strings/string_split.h"
23 #include "base/task/single_thread_task_executor.h"
24 #include "gpu/command_buffer/client/gles2_lib.h"
25 #include "gpu/command_buffer/tests/gl_manager.h"
26 #include "gpu/command_buffer/tests/gl_test_utils.h"
27 #include "gpu/command_buffer/tests/lpm/gl_lpm_fuzzer.pb.h"
28 #include "gpu/command_buffer/tests/lpm/gl_lpm_shader_to_string.h"
29 #include "gpu/config/gpu_test_config.h"
30 #include "testing/libfuzzer/proto/lpm_interface.h"
31 #include "ui/gfx/extension_set.h"
32 #include "ui/gl/gl_context.h"
33 #include "ui/gl/gl_version_info.h"
34 #include "ui/gl/init/gl_factory.h"
35 
36 // Enable this to log and crash on unexpected errors during shader compilation.
37 #define CHECK_FOR_UNKNOWN_ERRORS false
38 
39 struct Env {
EnvEnv40   Env() {
41     CHECK(base::i18n::InitializeICU());
42     base::CommandLine::Init(0, nullptr);
43     auto* command_line = base::CommandLine::ForCurrentProcess();
44 
45     // TODO(nedwill): support switches for swiftshader, etc.
46     command_line->AppendSwitchASCII(switches::kUseGL,
47                                     gl::kGLImplementationANGLEName);
48     command_line->AppendSwitchASCII(switches::kUseANGLE,
49                                     gl::kANGLEImplementationNullName);
50     base::FeatureList::InitializeInstance(std::string(), std::string());
51     base::SingleThreadTaskExecutor io_task_executor(base::MessagePumpType::IO);
52     gpu::GLTestHelper::InitializeGLDefault();
53     ::gles2::Initialize();
54   }
55 
56   base::AtExitManager at_exit;
57 };
58 
59 class ScopedGLManager {
60  public:
ScopedGLManager()61   ScopedGLManager() {
62     gpu::GLManager::Options options;
63     options.context_type = gpu::CONTEXT_TYPE_OPENGLES3;
64     gl_.Initialize(options);
65   }
~ScopedGLManager()66   ~ScopedGLManager() { gl_.Destroy(); }
67 
68  private:
69   gpu::GLManager gl_;
70 };
71 
CompileShader(GLenum type,const char * shaderSrc)72 GLuint CompileShader(GLenum type, const char* shaderSrc) {
73   GLuint shader = glCreateShader(type);
74   // Load the shader source
75   glShaderSource(shader, 1, &shaderSrc, nullptr);
76   // Compile the shader
77   glCompileShader(shader);
78 
79   return shader;
80 }
81 
82 // TODO(nedwill): Once the grammar stabilizes, try to remove as many
83 // of these as possible by making tweaks to the grammar/code generation.
84 const char* acceptable_errors[] = {
85     "void function cannot return a value",
86     "function already has a body",
87     "undeclared identifier",
88     "l-value required",
89     "cannot convert from",
90     "main function cannot return a value",
91     "illegal use of type 'void'",
92     "boolean expression expected",
93     "Missing main()",
94     "Divide by zero error during constant folding",
95     "wrong operand types",
96     "function must have the same return type in all of its declarations",
97     "function return is not matching type",
98     "redefinition",
99     "WARNING:",
100     "can't modify void",
101     "No precision specified for",
102     "exists that takes an operand of type",
103     "Illegal use of reserved word",
104     "'double' : syntax error",
105     "Integer overflow",
106     "dimension mismatch",
107     "undeclared identifier",
108     "comparison operator only defined for scalars",
109     "Local variables can only use the const storage qualifier.",
110     "must use 'flat' interpolation here",
111     "invalid qualifier combination",
112     "No precision specified for",
113     "'out' : cannot be matrix",
114     "non-void function must return a value",
115     "function does not return a value",
116     // Uniform, const, input can't be modified
117     "can't modify a",
118     "global variable initializers must be constant expressions",
119     ("must explicitly specify all locations when using multiple fragment "
120      "outputs"),
121 };
122 
123 // Filter errors which we don't think interfere with fuzzing everything.
ErrorOk(const base::StringPiece line)124 bool ErrorOk(const base::StringPiece line) {
125   for (base::StringPiece acceptable_error : acceptable_errors) {
126     if (line.find(acceptable_error) != base::StringPiece::npos) {
127       return true;
128     }
129   }
130   LOG(WARNING) << "failed due to line: " << line;
131   return false;
132 }
133 
ErrorsOk(const base::StringPiece log)134 bool ErrorsOk(const base::StringPiece log) {
135   std::vector<std::string> lines = base::SplitString(
136       log, "\n", base::KEEP_WHITESPACE, base::SPLIT_WANT_NONEMPTY);
137   for (const auto& line : lines) {
138     if (!ErrorOk(line)) {
139       return false;
140     }
141   }
142   return true;
143 }
144 
LoadShader(GLenum type,const fuzzing::Shader & shader_proto)145 GLuint LoadShader(GLenum type, const fuzzing::Shader& shader_proto) {
146   std::string shader_s = gl_lpm_fuzzer::GetShader(shader_proto);
147   if (shader_s.empty()) {
148     return 0;
149   }
150 
151   GLuint shader = CompileShader(type, shader_s.c_str());
152 
153   // Check the compile status
154   GLint value = 0;
155   glGetShaderiv(shader, GL_COMPILE_STATUS, &value);
156   if (value == 0) {
157     if (CHECK_FOR_UNKNOWN_ERRORS) {
158       GLint log_length = 0;
159       glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
160       auto buffer = std::make_unique<GLchar[]>(log_length);
161       glGetShaderInfoLog(shader, log_length, /*length=*/nullptr, buffer.get());
162       base::StringPiece log(buffer.get(), log_length);
163       if (!ErrorsOk(log)) {
164         LOG(FATAL) << "Encountered an unexpected failure when translating:\n"
165                    << log << "\nfailed to compile shader:\n"
166                    << shader_proto.DebugString() << "converted:\n"
167                    << shader_s;
168       }
169     }
170     glDeleteShader(shader);
171     shader = 0;
172   }
173   return shader;
174 }
175 
176 // Same as GLTestHelper::SetupProgram but does not expect shaders
177 // to link successfully.
SetupProgram(GLuint vertex_shader,GLuint fragment_shader)178 GLuint SetupProgram(GLuint vertex_shader, GLuint fragment_shader) {
179   GLuint program =
180       gpu::GLTestHelper::LinkProgram(vertex_shader, fragment_shader);
181   // Check the link status
182   GLint linked = 0;
183   glGetProgramiv(program, GL_LINK_STATUS, &linked);
184   if (linked == 0) {
185     if (CHECK_FOR_UNKNOWN_ERRORS) {
186       GLint log_length = 0;
187       glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
188       auto buffer = std::make_unique<GLchar[]>(log_length);
189       glGetProgramInfoLog(program, log_length, /*length=*/nullptr,
190                           buffer.get());
191       base::StringPiece log(buffer.get(), log_length);
192       LOG(WARNING) << "Error linking program: " << log;
193     }
194     glDeleteProgram(program);
195     program = 0;
196   }
197   return program;
198 }
199 
DEFINE_PROTO_FUZZER(const fuzzing::Session & session)200 DEFINE_PROTO_FUZZER(const fuzzing::Session& session) {
201   static Env* env = new Env();
202   CHECK(env);
203   // TODO(nedwill): Creating a new GLManager on each iteration
204   // is expensive. We should investigate ways to avoid expensive
205   // initialization.
206   ScopedGLManager scoped_gl_manager;
207 
208   GLuint vertex_shader_id =
209       LoadShader(GL_VERTEX_SHADER, session.vertex_shader());
210   GLuint fragment_shader_id =
211       LoadShader(GL_FRAGMENT_SHADER, session.fragment_shader());
212   if (!vertex_shader_id || !fragment_shader_id) {
213     return;
214   }
215 
216   GLuint program = SetupProgram(vertex_shader_id, fragment_shader_id);
217   if (!program) {
218     return;
219   }
220 
221   glUseProgram(program);
222   // Relink program.
223   glLinkProgram(program);
224 }
225