updated fuzzers in accordance with style guide and removed mesh encoder fuzzer

This commit is contained in:
Ravi Jotwani 2020-06-18 15:20:43 -07:00
parent 48f902ff17
commit 968c2104ca

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@ -1,116 +0,0 @@
// Copyright 2020 Google LLC
//
// 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 <fuzzer/FuzzedDataProvider.h>
#include "draco/src/draco/mesh/mesh.h"
#include "draco/src/draco/mesh/triangle_soup_mesh_builder.h"
#include "draco/src/draco/compression/encode.h"
#include "draco/src/draco/compression/expert_encode.h"
#include "draco/src/draco/core/encoder_buffer.h"
extern "C" int LLVMFuzzerTestOneInput(const uint8_t *data, size_t size) {
// Build the mesh
draco::TriangleSoupMeshBuilder mesh_builder;
FuzzedDataProvider stream(data, size);
const uint num_faces = 5;
mesh_builder.Start(num_faces);
const int32_t pos_att_id = mesh_builder.AddAttribute(
draco::GeometryAttribute::POSITION,
stream.ConsumeFloatingPoint<float>(),
draco::DT_FLOAT32
);
const int32_t tex_att_id_0 = mesh_builder.AddAttribute(
draco::GeometryAttribute::TEX_COORD,
stream.ConsumeFloatingPoint<float>(),
draco::DT_FLOAT32
);
const int32_t tex_att_id_1 = mesh_builder.AddAttribute(
draco::GeometryAttribute::TEX_COORD,
stream.ConsumeFloatingPoint<float>(),
draco::DT_FLOAT32
);
uint i;
for (i = 0; i < num_faces; i++) {
mesh_builder.SetAttributeValuesForFace(
pos_att_id,
draco::FaceIndex(i),
draco::Vector3f(
stream.ConsumeFloatingPoint<float>(),
stream.ConsumeFloatingPoint<float>(),
stream.ConsumeFloatingPoint<float>()
).data(),
draco::Vector3f(
stream.ConsumeFloatingPoint<float>(),
stream.ConsumeFloatingPoint<float>(),
stream.ConsumeFloatingPoint<float>()
).data(),
draco::Vector3f(
stream.ConsumeFloatingPoint<float>(),
stream.ConsumeFloatingPoint<float>(),
stream.ConsumeFloatingPoint<float>()
).data()
);
mesh_builder.SetAttributeValuesForFace(
tex_att_id_0,
draco::FaceIndex(i),
draco::Vector2f(
stream.ConsumeFloatingPoint<float>(),
stream.ConsumeFloatingPoint<float>()
).data(),
draco::Vector2f(
stream.ConsumeFloatingPoint<float>(),
stream.ConsumeFloatingPoint<float>()
).data(),
draco::Vector2f(
stream.ConsumeFloatingPoint<float>(),
stream.ConsumeFloatingPoint<float>()
).data());
mesh_builder.SetAttributeValuesForFace(
tex_att_id_1,
draco::FaceIndex(i),
draco::Vector2f(
stream.ConsumeFloatingPoint<float>(),
stream.ConsumeFloatingPoint<float>()
).data(),
draco::Vector2f(
stream.ConsumeFloatingPoint<float>(),
stream.ConsumeFloatingPoint<float>()
).data(),
draco::Vector2f(
stream.ConsumeFloatingPoint<float>(),
stream.ConsumeFloatingPoint<float>()
).data());
}
auto mesh = mesh_builder.Finalize();
if (mesh == NULL)
return 0;
// Encode the mesh
draco::Encoder encoder;
encoder.SetAttributeQuantization(draco::GeometryAttribute::POSITION,
stream.ConsumeIntegral<int>());
encoder.SetAttributeQuantization(draco::GeometryAttribute::TEX_COORD,
stream.ConsumeIntegral<int>());
draco::EncoderBuffer buffer;
encoder.EncodeMeshToBuffer(*mesh.get(), &buffer);
return 0;
}