skia2/tests/DMSAATest.cpp

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/*
* Copyright 2021 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "tests/Test.h"
#include "include/core/SkVertices.h"
#include "src/core/SkBlendModePriv.h"
#include "src/core/SkMatrixProvider.h"
#include "src/core/SkSurfacePriv.h"
#include "src/gpu/GrStyle.h"
#include "src/gpu/v1/SurfaceDrawContext_v1.h"
static SkSurfaceProps kDMSAAProps(SkSurfaceProps::kDynamicMSAA_Flag, kUnknown_SkPixelGeometry);
constexpr static SkPMColor4f kTransYellow = {.5f,.5f,.0f,.5f};
constexpr static SkPMColor4f kTransCyan = {.0f,.5f,.5f,.5f};
constexpr static int w=10, h=10;
static void draw_paint_with_aa(skgpu::v1::SurfaceDrawContext* sdc,
const SkPMColor4f& color,
SkBlendMode blendMode) {
GrPaint paint;
paint.setColor4f(color);
paint.setXPFactory(SkBlendMode_AsXPFactory(blendMode));
sdc->drawRect(nullptr, std::move(paint), GrAA::kYes, SkMatrix::I(), SkRect::MakeIWH(w, h),
nullptr);
}
static void draw_paint_with_dmsaa(skgpu::v1::SurfaceDrawContext* sdc,
const SkPMColor4f& color,
SkBlendMode blendMode) {
// drawVertices should always trigger dmsaa, but draw something non-rectangular just to be 100%
// certain.
static const SkPoint kVertices[3] = {{-.5f,-.5f}, {w * 2.1f, 0}, {0, h * 2.1f}};
SkVertices::Builder builder(SkVertices::kTriangles_VertexMode, 3, 0, 0);
memcpy(builder.positions(), kVertices, sizeof(kVertices));
auto vertices = builder.detach();
GrPaint paint;
paint.setColor4f(color);
paint.setXPFactory(SkBlendMode_AsXPFactory(blendMode));
sdc->drawVertices(nullptr, std::move(paint), SkSimpleMatrixProvider(SkMatrix::I()), vertices);
}
static bool fuzzy_equals(const float a[4], const SkPMColor4f& b) {
constexpr static float kTolerance = 2.5f / 256;
for (int i = 0; i < 4; ++i) {
if (!SkScalarNearlyEqual(a[i], b.vec()[i], kTolerance)) {
return false;
}
}
return true;
}
static void check_sdc_color(skiatest::Reporter* reporter,
skgpu::v1::SurfaceDrawContext* sdc,
GrDirectContext* ctx,
const SkPMColor4f& color) {
auto info = SkImageInfo::Make(w, h, kRGBA_F32_SkColorType, kPremul_SkAlphaType);
GrPixmap pixmap = GrPixmap::Allocate(info);
sdc->readPixels(ctx, pixmap, {0, 0});
auto pix = static_cast<const float*>(pixmap.addr());
for (int y = 0; y < h; ++y) {
for (int x = 0; x < w; ++x) {
if (!fuzzy_equals(pix, color)) {
ERRORF(reporter, "SDC color mismatch.\n"
"Got [%0.3f, %0.3f, %0.3f, %0.3f]\n"
"Expected [%0.3f, %0.3f, %0.3f, %0.3f]",
pix[0], pix[1], pix[2], pix[3], color.fR, color.fG, color.fB, color.fA);
return;
}
pix += 4;
}
}
}
DEF_GPUTEST_FOR_CONTEXTS(DMSAA_preserve_contents,
&sk_gpu_test::GrContextFactory::IsRenderingContext, reporter, ctxInfo,
nullptr) {
auto dContext = ctxInfo.directContext();
auto sdc = skgpu::v1::SurfaceDrawContext::Make(dContext, GrColorType::kRGBA_8888, nullptr,
SkBackingFit::kApprox, {w, h}, kDMSAAProps);
// Initialize the texture and dmsaa attachment with transparent.
draw_paint_with_dmsaa(sdc.get(), SK_PMColor4fTRANSPARENT, SkBlendMode::kSrc);
check_sdc_color(reporter, sdc.get(), dContext, SK_PMColor4fTRANSPARENT);
// Clear the main texture to yellow.
sdc->clear(kTransYellow);
// Close the opsTask by doing a readback.
check_sdc_color(reporter, sdc.get(), dContext, kTransYellow);
// Now the DMSAA attachment is clear and the texture is yellow. Blend cyan into the DMSAA
// attachment. This will fail if the yellow from the main texture doesn't get copied into the
// DMSAA attachment before the renderPass.
draw_paint_with_dmsaa(sdc.get(), kTransCyan, SkBlendMode::kSrcOver);
SkPMColor4f dstColor = SkBlendMode_Apply(SkBlendMode::kSrcOver, kTransCyan, kTransYellow);
check_sdc_color(reporter, sdc.get(), dContext, dstColor);
}
static void require_dst_reads(GrContextOptions* options) {
options->fSuppressAdvancedBlendEquations = true;
options->fSuppressFramebufferFetch = true;
}
DEF_GPUTEST_FOR_CONTEXTS(DMSAA_dst_read, &sk_gpu_test::GrContextFactory::IsRenderingContext,
reporter, ctxInfo, require_dst_reads) {
auto dContext = ctxInfo.directContext();
auto sdc = skgpu::v1::SurfaceDrawContext::Make(dContext, GrColorType::kRGBA_8888, nullptr,
SkBackingFit::kApprox, {w, h}, kDMSAAProps);
// Initialize the texture and dmsaa attachment with transparent.
draw_paint_with_dmsaa(sdc.get(), SK_PMColor4fTRANSPARENT, SkBlendMode::kSrc);
check_sdc_color(reporter, sdc.get(), dContext, SK_PMColor4fTRANSPARENT);
sdc->clear(SK_PMColor4fWHITE);
SkPMColor4f dstColor = SK_PMColor4fWHITE;
draw_paint_with_dmsaa(sdc.get(), kTransYellow, SkBlendMode::kDarken);
dstColor = SkBlendMode_Apply(SkBlendMode::kDarken, kTransYellow, dstColor);
draw_paint_with_dmsaa(sdc.get(), kTransCyan, SkBlendMode::kDarken);
dstColor = SkBlendMode_Apply(SkBlendMode::kDarken, kTransCyan, dstColor);
check_sdc_color(reporter, sdc.get(), dContext, dstColor);
}
DEF_GPUTEST_FOR_CONTEXTS(DMSAA_aa_dst_read_after_dmsaa,
&sk_gpu_test::GrContextFactory::IsRenderingContext, reporter, ctxInfo,
require_dst_reads) {
auto dContext = ctxInfo.directContext();
auto sdc = skgpu::v1::SurfaceDrawContext::Make(dContext, GrColorType::kRGBA_8888, nullptr,
SkBackingFit::kApprox, {w, h}, kDMSAAProps);
// Initialize the texture and dmsaa attachment with transparent.
draw_paint_with_dmsaa(sdc.get(), SK_PMColor4fTRANSPARENT, SkBlendMode::kSrc);
check_sdc_color(reporter, sdc.get(), dContext, SK_PMColor4fTRANSPARENT);
sdc->clear(SK_PMColor4fWHITE);
SkPMColor4f dstColor = SK_PMColor4fWHITE;
draw_paint_with_dmsaa(sdc.get(), kTransYellow, SkBlendMode::kDarken);
dstColor = SkBlendMode_Apply(SkBlendMode::kDarken, kTransYellow, dstColor);
// Draw with aa after dmsaa. This should break up the render pass and issue a texture barrier.
draw_paint_with_aa(sdc.get(), kTransCyan, SkBlendMode::kDarken);
dstColor = SkBlendMode_Apply(SkBlendMode::kDarken, kTransCyan, dstColor);
check_sdc_color(reporter, sdc.get(), dContext, dstColor);
}
DEF_GPUTEST_FOR_CONTEXTS(DMSAA_dst_read_with_existing_barrier,
&sk_gpu_test::GrContextFactory::IsRenderingContext, reporter, ctxInfo,
require_dst_reads) {
auto dContext = ctxInfo.directContext();
auto sdc = skgpu::v1::SurfaceDrawContext::Make(dContext, GrColorType::kRGBA_8888, nullptr,
SkBackingFit::kApprox, {w, h}, kDMSAAProps);
// Initialize the texture and dmsaa attachment with transparent.
draw_paint_with_dmsaa(sdc.get(), SK_PMColor4fTRANSPARENT, SkBlendMode::kSrc);
check_sdc_color(reporter, sdc.get(), dContext, SK_PMColor4fTRANSPARENT);
sdc->clear(SK_PMColor4fWHITE);
SkPMColor4f dstColor = SK_PMColor4fWHITE;
// Blend to the texture (not the dmsaa attachment) with a dst read. This creates a texture
// barrier.
draw_paint_with_aa(sdc.get(), kTransYellow, SkBlendMode::kDarken);
dstColor = SkBlendMode_Apply(SkBlendMode::kDarken, kTransYellow, dstColor);
// Blend to the msaa attachment _without_ a dst read. This ensures we respect the prior texture
// barrier by splitting the opsTask.
draw_paint_with_dmsaa(sdc.get(), kTransCyan, SkBlendMode::kSrcOver);
dstColor = SkBlendMode_Apply(SkBlendMode::kSrcOver, kTransCyan, dstColor);
check_sdc_color(reporter, sdc.get(), dContext, dstColor);
}