Nader Jawad | 5f0a800 | 2023-02-21 17:00:51 -0800 | [diff] [blame^] | 1 | /* |
| 2 | * Copyright (C) 2022 The Android Open Source Project |
| 3 | * |
| 4 | * Licensed under the Apache License, Version 2.0 (the "License"); |
| 5 | * you may not use this file except in compliance with the License. |
| 6 | * You may obtain a copy of the License at |
| 7 | * |
| 8 | * http://www.apache.org/licenses/LICENSE-2.0 |
| 9 | * |
| 10 | * Unless required by applicable law or agreed to in writing, software |
| 11 | * distributed under the License is distributed on an "AS IS" BASIS, |
| 12 | * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| 13 | * See the License for the specific language governing permissions and |
| 14 | * limitations under the License. |
| 15 | */ |
| 16 | |
| 17 | #include "Mesh.h" |
| 18 | |
| 19 | #include <GLES/gl.h> |
| 20 | #include <SkMesh.h> |
| 21 | |
| 22 | #include "SafeMath.h" |
| 23 | |
| 24 | static size_t min_vcount_for_mode(SkMesh::Mode mode) { |
| 25 | switch (mode) { |
| 26 | case SkMesh::Mode::kTriangles: |
| 27 | return 3; |
| 28 | case SkMesh::Mode::kTriangleStrip: |
| 29 | return 3; |
| 30 | } |
| 31 | } |
| 32 | |
| 33 | // Re-implementation of SkMesh::validate to validate user side that their mesh is valid. |
| 34 | std::tuple<bool, SkString> Mesh::validate() { |
| 35 | #define FAIL_MESH_VALIDATE(...) return std::make_tuple(false, SkStringPrintf(__VA_ARGS__)) |
| 36 | if (!mMeshSpec) { |
| 37 | FAIL_MESH_VALIDATE("MeshSpecification is required."); |
| 38 | } |
| 39 | if (mVertexBufferData.empty()) { |
| 40 | FAIL_MESH_VALIDATE("VertexBuffer is required."); |
| 41 | } |
| 42 | |
| 43 | auto meshStride = mMeshSpec->stride(); |
| 44 | auto meshMode = SkMesh::Mode(mMode); |
| 45 | SafeMath sm; |
| 46 | size_t vsize = sm.mul(meshStride, mVertexCount); |
| 47 | if (sm.add(vsize, mVertexOffset) > mVertexBufferData.size()) { |
| 48 | FAIL_MESH_VALIDATE( |
| 49 | "The vertex buffer offset and vertex count reads beyond the end of the" |
| 50 | " vertex buffer."); |
| 51 | } |
| 52 | |
| 53 | if (mVertexOffset % meshStride != 0) { |
| 54 | FAIL_MESH_VALIDATE("The vertex offset (%zu) must be a multiple of the vertex stride (%zu).", |
| 55 | mVertexOffset, meshStride); |
| 56 | } |
| 57 | |
| 58 | if (size_t uniformSize = mMeshSpec->uniformSize()) { |
| 59 | if (!mBuilder->fUniforms || mBuilder->fUniforms->size() < uniformSize) { |
| 60 | FAIL_MESH_VALIDATE("The uniform data is %zu bytes but must be at least %zu.", |
| 61 | mBuilder->fUniforms->size(), uniformSize); |
| 62 | } |
| 63 | } |
| 64 | |
| 65 | auto modeToStr = [](SkMesh::Mode m) { |
| 66 | switch (m) { |
| 67 | case SkMesh::Mode::kTriangles: |
| 68 | return "triangles"; |
| 69 | case SkMesh::Mode::kTriangleStrip: |
| 70 | return "triangle-strip"; |
| 71 | } |
| 72 | }; |
| 73 | if (!mIndexBufferData.empty()) { |
| 74 | if (mIndexCount < min_vcount_for_mode(meshMode)) { |
| 75 | FAIL_MESH_VALIDATE("%s mode requires at least %zu indices but index count is %zu.", |
| 76 | modeToStr(meshMode), min_vcount_for_mode(meshMode), mIndexCount); |
| 77 | } |
| 78 | size_t isize = sm.mul(sizeof(uint16_t), mIndexCount); |
| 79 | if (sm.add(isize, mIndexOffset) > mIndexBufferData.size()) { |
| 80 | FAIL_MESH_VALIDATE( |
| 81 | "The index buffer offset and index count reads beyond the end of the" |
| 82 | " index buffer."); |
| 83 | } |
| 84 | // If we allow 32 bit indices then this should enforce 4 byte alignment in that case. |
| 85 | if (!SkIsAlign2(mIndexOffset)) { |
| 86 | FAIL_MESH_VALIDATE("The index offset must be a multiple of 2."); |
| 87 | } |
| 88 | } else { |
| 89 | if (mVertexCount < min_vcount_for_mode(meshMode)) { |
| 90 | FAIL_MESH_VALIDATE("%s mode requires at least %zu vertices but vertex count is %zu.", |
| 91 | modeToStr(meshMode), min_vcount_for_mode(meshMode), mVertexCount); |
| 92 | } |
| 93 | SkASSERT(!fICount); |
| 94 | SkASSERT(!fIOffset); |
| 95 | } |
| 96 | |
| 97 | if (!sm.ok()) { |
| 98 | FAIL_MESH_VALIDATE("Overflow"); |
| 99 | } |
| 100 | #undef FAIL_MESH_VALIDATE |
| 101 | return {true, {}}; |
| 102 | } |