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updated fuzzers in accordance with style guide and removed mesh encoder fuzzer
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// Copyright 2020 Google LLC
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include <fuzzer/FuzzedDataProvider.h>
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#include "draco/src/draco/mesh/mesh.h"
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#include "draco/src/draco/mesh/triangle_soup_mesh_builder.h"
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#include "draco/src/draco/compression/encode.h"
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#include "draco/src/draco/compression/expert_encode.h"
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#include "draco/src/draco/core/encoder_buffer.h"
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extern "C" int LLVMFuzzerTestOneInput(const uint8_t *data, size_t size) {
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// Build the mesh
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draco::TriangleSoupMeshBuilder mesh_builder;
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FuzzedDataProvider stream(data, size);
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const uint num_faces = 5;
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mesh_builder.Start(num_faces);
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const int32_t pos_att_id = mesh_builder.AddAttribute(
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draco::GeometryAttribute::POSITION,
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stream.ConsumeFloatingPoint<float>(),
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draco::DT_FLOAT32
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);
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const int32_t tex_att_id_0 = mesh_builder.AddAttribute(
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draco::GeometryAttribute::TEX_COORD,
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stream.ConsumeFloatingPoint<float>(),
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draco::DT_FLOAT32
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);
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const int32_t tex_att_id_1 = mesh_builder.AddAttribute(
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draco::GeometryAttribute::TEX_COORD,
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stream.ConsumeFloatingPoint<float>(),
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draco::DT_FLOAT32
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);
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uint i;
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for (i = 0; i < num_faces; i++) {
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mesh_builder.SetAttributeValuesForFace(
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pos_att_id,
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draco::FaceIndex(i),
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draco::Vector3f(
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stream.ConsumeFloatingPoint<float>(),
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stream.ConsumeFloatingPoint<float>(),
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stream.ConsumeFloatingPoint<float>()
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).data(),
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draco::Vector3f(
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stream.ConsumeFloatingPoint<float>(),
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stream.ConsumeFloatingPoint<float>(),
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stream.ConsumeFloatingPoint<float>()
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).data(),
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draco::Vector3f(
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stream.ConsumeFloatingPoint<float>(),
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stream.ConsumeFloatingPoint<float>(),
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stream.ConsumeFloatingPoint<float>()
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).data()
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);
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mesh_builder.SetAttributeValuesForFace(
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tex_att_id_0,
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draco::FaceIndex(i),
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draco::Vector2f(
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stream.ConsumeFloatingPoint<float>(),
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stream.ConsumeFloatingPoint<float>()
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).data(),
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draco::Vector2f(
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stream.ConsumeFloatingPoint<float>(),
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stream.ConsumeFloatingPoint<float>()
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).data(),
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draco::Vector2f(
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stream.ConsumeFloatingPoint<float>(),
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stream.ConsumeFloatingPoint<float>()
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).data());
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mesh_builder.SetAttributeValuesForFace(
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tex_att_id_1,
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draco::FaceIndex(i),
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draco::Vector2f(
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stream.ConsumeFloatingPoint<float>(),
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stream.ConsumeFloatingPoint<float>()
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).data(),
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draco::Vector2f(
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stream.ConsumeFloatingPoint<float>(),
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stream.ConsumeFloatingPoint<float>()
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).data(),
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draco::Vector2f(
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stream.ConsumeFloatingPoint<float>(),
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stream.ConsumeFloatingPoint<float>()
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).data());
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}
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auto mesh = mesh_builder.Finalize();
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if (mesh == NULL)
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return 0;
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// Encode the mesh
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draco::Encoder encoder;
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encoder.SetAttributeQuantization(draco::GeometryAttribute::POSITION,
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stream.ConsumeIntegral<int>());
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encoder.SetAttributeQuantization(draco::GeometryAttribute::TEX_COORD,
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stream.ConsumeIntegral<int>());
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draco::EncoderBuffer buffer;
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encoder.EncodeMeshToBuffer(*mesh.get(), &buffer);
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return 0;
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}
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