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RE: fuzzing SDFs
From: |
armin |
Subject: |
RE: fuzzing SDFs |
Date: |
Sun, 1 Aug 2021 09:30:44 +0100 |
>> I did check it out and I think simply adding the new render modes to
>> the render mode list should be sufficient. [...]
>
> Looks good! Please submit a Pull Request that Armin (and others) can
review.
Agreed! :)
> Note that a major problem will probably be timeouts: Right now it can
happen
> that the fuzzing code wants to render too much glyphs in one run. Since
the
> SDF mode is really slow I guess we will see much more of such issues,
which
> can become a hassle.
>
> Armin, do you have ideas how this could be improved and/or avoided in
> general?
I think generally there are two options:
- We do have a few screws at this point to steer how many glyphs we're
looking at in a single fuzzer run. We could either use one of the existing
ones or, if they are to coarse, we could introduce new screws that
specifically target the SDF mode.
- Alternatively SDF could get it's very own fuzzer. We've already done this
to separate rendering from utility access; we _could_ look into further
separating fuzzing rendering from fuzzing SDF rendering. Although, that
would be quite a lot of work.