| /* |
| * Copyright (C) 2022 The Android Open Source Project |
| * |
| * 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 "Mesh.h" |
| |
| #include <GLES/gl.h> |
| #include <SkMesh.h> |
| |
| #include "SafeMath.h" |
| |
| static size_t min_vcount_for_mode(SkMesh::Mode mode) { |
| switch (mode) { |
| case SkMesh::Mode::kTriangles: |
| return 3; |
| case SkMesh::Mode::kTriangleStrip: |
| return 3; |
| } |
| } |
| |
| // Re-implementation of SkMesh::validate to validate user side that their mesh is valid. |
| std::tuple<bool, SkString> Mesh::validate() { |
| #define FAIL_MESH_VALIDATE(...) return std::make_tuple(false, SkStringPrintf(__VA_ARGS__)) |
| if (!mMeshSpec) { |
| FAIL_MESH_VALIDATE("MeshSpecification is required."); |
| } |
| if (mVertexBufferData.empty()) { |
| FAIL_MESH_VALIDATE("VertexBuffer is required."); |
| } |
| |
| auto meshStride = mMeshSpec->stride(); |
| auto meshMode = SkMesh::Mode(mMode); |
| SafeMath sm; |
| size_t vsize = sm.mul(meshStride, mVertexCount); |
| if (sm.add(vsize, mVertexOffset) > mVertexBufferData.size()) { |
| FAIL_MESH_VALIDATE( |
| "The vertex buffer offset and vertex count reads beyond the end of the" |
| " vertex buffer."); |
| } |
| |
| if (mVertexOffset % meshStride != 0) { |
| FAIL_MESH_VALIDATE("The vertex offset (%zu) must be a multiple of the vertex stride (%zu).", |
| mVertexOffset, meshStride); |
| } |
| |
| if (size_t uniformSize = mMeshSpec->uniformSize()) { |
| if (!mBuilder->fUniforms || mBuilder->fUniforms->size() < uniformSize) { |
| FAIL_MESH_VALIDATE("The uniform data is %zu bytes but must be at least %zu.", |
| mBuilder->fUniforms->size(), uniformSize); |
| } |
| } |
| |
| auto modeToStr = [](SkMesh::Mode m) { |
| switch (m) { |
| case SkMesh::Mode::kTriangles: |
| return "triangles"; |
| case SkMesh::Mode::kTriangleStrip: |
| return "triangle-strip"; |
| } |
| }; |
| if (!mIndexBufferData.empty()) { |
| if (mIndexCount < min_vcount_for_mode(meshMode)) { |
| FAIL_MESH_VALIDATE("%s mode requires at least %zu indices but index count is %zu.", |
| modeToStr(meshMode), min_vcount_for_mode(meshMode), mIndexCount); |
| } |
| size_t isize = sm.mul(sizeof(uint16_t), mIndexCount); |
| if (sm.add(isize, mIndexOffset) > mIndexBufferData.size()) { |
| FAIL_MESH_VALIDATE( |
| "The index buffer offset and index count reads beyond the end of the" |
| " index buffer."); |
| } |
| // If we allow 32 bit indices then this should enforce 4 byte alignment in that case. |
| if (!SkIsAlign2(mIndexOffset)) { |
| FAIL_MESH_VALIDATE("The index offset must be a multiple of 2."); |
| } |
| } else { |
| if (mVertexCount < min_vcount_for_mode(meshMode)) { |
| FAIL_MESH_VALIDATE("%s mode requires at least %zu vertices but vertex count is %zu.", |
| modeToStr(meshMode), min_vcount_for_mode(meshMode), mVertexCount); |
| } |
| LOG_ALWAYS_FATAL_IF(mIndexCount != 0); |
| LOG_ALWAYS_FATAL_IF(mIndexOffset != 0); |
| } |
| |
| if (!sm.ok()) { |
| FAIL_MESH_VALIDATE("Overflow"); |
| } |
| #undef FAIL_MESH_VALIDATE |
| return {true, {}}; |
| } |