skia2/tests/SkRuntimeEffectTest.cpp

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/*
* Copyright 2019 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/core/SkBitmap.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkColorFilter.h"
#include "include/core/SkData.h"
#include "include/core/SkPaint.h"
#include "include/core/SkSurface.h"
#include "include/effects/SkRuntimeEffect.h"
#include "include/gpu/GrDirectContext.h"
#include "src/core/SkColorSpacePriv.h"
#include "src/core/SkRuntimeEffectPriv.h"
#include "src/core/SkTLazy.h"
#include "src/gpu/GrColor.h"
#include "src/gpu/GrFragmentProcessor.h"
#include "src/gpu/effects/GrSkSLFP.h"
#include "tests/Test.h"
#include <algorithm>
#include <thread>
void test_invalid_effect(skiatest::Reporter* r, const char* src, const char* expected) {
auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(src));
REPORTER_ASSERT(r, !effect);
REPORTER_ASSERT(r, errorText.contains(expected),
"Expected error message to contain \"%s\". Actual message: \"%s\"",
expected, errorText.c_str());
};
#define EMPTY_MAIN "half4 main(float2 p) { return half4(0); }"
DEF_TEST(SkRuntimeEffectInvalid_FPOnly, r) {
// Features that are only allowed in .fp files (key, in uniform, ctype, when).
// Ensure that these fail, and the error messages contain the relevant keyword.
test_invalid_effect(r, "layout(key) in bool Input;" EMPTY_MAIN, "key");
test_invalid_effect(r, "in uniform float Input;" EMPTY_MAIN, "in uniform");
test_invalid_effect(r, "layout(ctype=SkRect) float4 Input;" EMPTY_MAIN, "ctype");
test_invalid_effect(r, "in bool Flag; "
"layout(when=Flag) uniform float Input;" EMPTY_MAIN, "when");
}
DEF_TEST(SkRuntimeEffectInvalid_LimitedUniformTypes, r) {
// Runtime SkSL supports a limited set of uniform types. No bool, for example:
test_invalid_effect(r, "uniform bool b;" EMPTY_MAIN, "uniform");
}
DEF_TEST(SkRuntimeEffectInvalid_NoInVariables, r) {
// 'in' variables aren't allowed at all:
test_invalid_effect(r, "in bool b;" EMPTY_MAIN, "'in'");
test_invalid_effect(r, "in float f;" EMPTY_MAIN, "'in'");
test_invalid_effect(r, "in float2 v;" EMPTY_MAIN, "'in'");
test_invalid_effect(r, "in half3x3 m;" EMPTY_MAIN, "'in'");
}
DEF_TEST(SkRuntimeEffectInvalid_UndefinedFunction, r) {
test_invalid_effect(r, "half4 missing(); half4 main(float2 p) { return missing(); }",
"undefined function");
}
DEF_TEST(SkRuntimeEffectInvalid_UndefinedMain, r) {
// Shouldn't be possible to create an SkRuntimeEffect without "main"
test_invalid_effect(r, "", "main");
}
DEF_TEST(SkRuntimeEffectInvalid_SkCapsDisallowed, r) {
// sk_Caps is an internal system. It should not be visible to runtime effects
test_invalid_effect(
r,
"half4 main(float2 p) { return sk_Caps.integerSupport ? half4(1) : half4(0); }",
"unknown identifier 'sk_Caps'");
}
DEF_TEST(SkRuntimeEffectCanDisableES2Restrictions, r) {
auto test_valid_es3 = [](skiatest::Reporter* r, const char* sksl) {
SkRuntimeEffect::Options opt;
opt.enforceES2Restrictions = false;
auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(sksl), opt);
REPORTER_ASSERT(r, effect, "%s", errorText.c_str());
};
test_invalid_effect(r, "float f[2] = float[2](0, 1);" EMPTY_MAIN, "construction of array type");
test_valid_es3 (r, "float f[2] = float[2](0, 1);" EMPTY_MAIN);
}
DEF_TEST(SkRuntimeEffectForColorFilter, r) {
// Tests that the color filter factory rejects or accepts certain SkSL constructs
auto test_valid = [r](const char* sksl) {
auto [effect, errorText] = SkRuntimeEffect::MakeForColorFilter(SkString(sksl));
REPORTER_ASSERT(r, effect, "%s", errorText.c_str());
};
auto test_invalid = [r](const char* sksl, const char* expected) {
auto [effect, errorText] = SkRuntimeEffect::MakeForColorFilter(SkString(sksl));
REPORTER_ASSERT(r, !effect);
REPORTER_ASSERT(r,
errorText.contains(expected),
"Expected error message to contain \"%s\". Actual message: \"%s\"",
expected,
errorText.c_str());
};
// Color filters must use the 'half4 main(half4)' signature. Either color can be float4/vec4
test_valid("half4 main(half4 c) { return c; }");
test_valid("float4 main(half4 c) { return c; }");
test_valid("half4 main(float4 c) { return c; }");
test_valid("float4 main(float4 c) { return c; }");
test_valid("vec4 main(half4 c) { return c; }");
test_valid("half4 main(vec4 c) { return c; }");
test_valid("vec4 main(vec4 c) { return c; }");
// Invalid return types
test_invalid("void main(half4 c) {}", "'main' must return");
test_invalid("half3 main(half4 c) { return c.rgb; }", "'main' must return");
// Invalid argument types (some are valid as shaders, but not color filters)
test_invalid("half4 main() { return half4(1); }", "'main' parameter");
test_invalid("half4 main(float2 p) { return half4(1); }", "'main' parameter");
test_invalid("half4 main(float2 p, half4 c) { return c; }", "'main' parameter");
// sk_FragCoord should not be available
test_invalid("half4 main(half4 c) { return sk_FragCoord.xy01; }", "unknown identifier");
// Sampling a child shader requires that we pass explicit coords
test_valid("uniform shader child;"
"half4 main(half4 c) { return sample(child, c.rg); }");
Reland "Better first-class shader & color filter support in runtime effects" This is a reland of adadb95a9f1ef21ccc5264c7d0bdc83b56cf91e9 ... adds a temporary workaround for some Android framework code. Original change's description: > Better first-class shader & color filter support in runtime effects > > This does a few things, because they're all intertwined: > > 1) SkRuntimeEffect's API now includes details about children (which Skia > stage was declared, not just the name). The factories verify that the > declared types in the SkSL match up with the C++ types being passed. > Today, we still only support adding children of the same type, so the > checks are simple. Once we allow mixing types, we'll be testing the > declared type against the actual C++ type supplied for each slot. > 2) Adds sample variants that supply the input color to the child. This > is now the only way to invoke a colorFilter child. Internally, we > support passing a color when invoking a child shader, but I'm not > exposing that. It's not clearly part of the semantics of the Skia > pipeline, and is almost never useful. It also exposes users to > several inconsistencies (skbug.com/11942). > 3) Because of #2, it's possible that we can't compute a reusable program > to filter individual colors. In that case, we don't set the constant > output for constant input optimization, and filterColor4f falls back > to the slower base-class implementation. > > Bug: skia:11813 skia:11942 > Change-Id: I06c41e1b35056e486f3163a72acf6b9535d7fed4 > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/401917 > Commit-Queue: Brian Osman <brianosman@google.com> > Reviewed-by: Mike Klein <mtklein@google.com> Bug: skia:11813 skia:11942 Change-Id: I2c31b147ed86fa8c4dddefb7066bc1d07fe0d285 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/404637 Reviewed-by: Brian Salomon <bsalomon@google.com> Reviewed-by: Mike Klein <mtklein@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
2021-04-21 13:57:19 +00:00
// Trying to pass a color as well. (Works internally with FPs, but not in runtime effects).
test_invalid("uniform shader child;"
"half4 main(half4 c) { return sample(child, c.rg, c); }",
"no match for sample(shader, half2, half4)");
Reland "Better first-class shader & color filter support in runtime effects" This is a reland of adadb95a9f1ef21ccc5264c7d0bdc83b56cf91e9 ... adds a temporary workaround for some Android framework code. Original change's description: > Better first-class shader & color filter support in runtime effects > > This does a few things, because they're all intertwined: > > 1) SkRuntimeEffect's API now includes details about children (which Skia > stage was declared, not just the name). The factories verify that the > declared types in the SkSL match up with the C++ types being passed. > Today, we still only support adding children of the same type, so the > checks are simple. Once we allow mixing types, we'll be testing the > declared type against the actual C++ type supplied for each slot. > 2) Adds sample variants that supply the input color to the child. This > is now the only way to invoke a colorFilter child. Internally, we > support passing a color when invoking a child shader, but I'm not > exposing that. It's not clearly part of the semantics of the Skia > pipeline, and is almost never useful. It also exposes users to > several inconsistencies (skbug.com/11942). > 3) Because of #2, it's possible that we can't compute a reusable program > to filter individual colors. In that case, we don't set the constant > output for constant input optimization, and filterColor4f falls back > to the slower base-class implementation. > > Bug: skia:11813 skia:11942 > Change-Id: I06c41e1b35056e486f3163a72acf6b9535d7fed4 > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/401917 > Commit-Queue: Brian Osman <brianosman@google.com> > Reviewed-by: Mike Klein <mtklein@google.com> Bug: skia:11813 skia:11942 Change-Id: I2c31b147ed86fa8c4dddefb7066bc1d07fe0d285 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/404637 Reviewed-by: Brian Salomon <bsalomon@google.com> Reviewed-by: Mike Klein <mtklein@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
2021-04-21 13:57:19 +00:00
// Shader with just a color
test_invalid("uniform shader child;"
"half4 main(half4 c) { return sample(child, c); }",
"no match for sample(shader, half4)");
// Coords and color in a differet order
test_invalid("uniform shader child;"
"half4 main(half4 c) { return sample(child, c, c.rg); }",
"no match for sample(shader, half4, half2)");
// Older variants that are no longer allowed
test_invalid(
"uniform shader child;"
"half4 main(half4 c) { return sample(child); }",
Reland "Better first-class shader & color filter support in runtime effects" This is a reland of adadb95a9f1ef21ccc5264c7d0bdc83b56cf91e9 ... adds a temporary workaround for some Android framework code. Original change's description: > Better first-class shader & color filter support in runtime effects > > This does a few things, because they're all intertwined: > > 1) SkRuntimeEffect's API now includes details about children (which Skia > stage was declared, not just the name). The factories verify that the > declared types in the SkSL match up with the C++ types being passed. > Today, we still only support adding children of the same type, so the > checks are simple. Once we allow mixing types, we'll be testing the > declared type against the actual C++ type supplied for each slot. > 2) Adds sample variants that supply the input color to the child. This > is now the only way to invoke a colorFilter child. Internally, we > support passing a color when invoking a child shader, but I'm not > exposing that. It's not clearly part of the semantics of the Skia > pipeline, and is almost never useful. It also exposes users to > several inconsistencies (skbug.com/11942). > 3) Because of #2, it's possible that we can't compute a reusable program > to filter individual colors. In that case, we don't set the constant > output for constant input optimization, and filterColor4f falls back > to the slower base-class implementation. > > Bug: skia:11813 skia:11942 > Change-Id: I06c41e1b35056e486f3163a72acf6b9535d7fed4 > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/401917 > Commit-Queue: Brian Osman <brianosman@google.com> > Reviewed-by: Mike Klein <mtklein@google.com> Bug: skia:11813 skia:11942 Change-Id: I2c31b147ed86fa8c4dddefb7066bc1d07fe0d285 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/404637 Reviewed-by: Brian Salomon <bsalomon@google.com> Reviewed-by: Mike Klein <mtklein@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
2021-04-21 13:57:19 +00:00
"no match for sample(shader)");
test_invalid(
"uniform shader child;"
"half4 main(half4 c) { return sample(child, float3x3(1)); }",
Reland "Better first-class shader & color filter support in runtime effects" This is a reland of adadb95a9f1ef21ccc5264c7d0bdc83b56cf91e9 ... adds a temporary workaround for some Android framework code. Original change's description: > Better first-class shader & color filter support in runtime effects > > This does a few things, because they're all intertwined: > > 1) SkRuntimeEffect's API now includes details about children (which Skia > stage was declared, not just the name). The factories verify that the > declared types in the SkSL match up with the C++ types being passed. > Today, we still only support adding children of the same type, so the > checks are simple. Once we allow mixing types, we'll be testing the > declared type against the actual C++ type supplied for each slot. > 2) Adds sample variants that supply the input color to the child. This > is now the only way to invoke a colorFilter child. Internally, we > support passing a color when invoking a child shader, but I'm not > exposing that. It's not clearly part of the semantics of the Skia > pipeline, and is almost never useful. It also exposes users to > several inconsistencies (skbug.com/11942). > 3) Because of #2, it's possible that we can't compute a reusable program > to filter individual colors. In that case, we don't set the constant > output for constant input optimization, and filterColor4f falls back > to the slower base-class implementation. > > Bug: skia:11813 skia:11942 > Change-Id: I06c41e1b35056e486f3163a72acf6b9535d7fed4 > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/401917 > Commit-Queue: Brian Osman <brianosman@google.com> > Reviewed-by: Mike Klein <mtklein@google.com> Bug: skia:11813 skia:11942 Change-Id: I2c31b147ed86fa8c4dddefb7066bc1d07fe0d285 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/404637 Reviewed-by: Brian Salomon <bsalomon@google.com> Reviewed-by: Mike Klein <mtklein@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
2021-04-21 13:57:19 +00:00
"no match for sample(shader, float3x3)");
// Sampling a colorFilter requires a color. No other signatures are valid.
test_valid("uniform colorFilter child;"
"half4 main(half4 c) { return sample(child, c); }");
test_invalid("uniform colorFilter child;"
"half4 main(half4 c) { return sample(child); }",
"sample(colorFilter)");
test_invalid("uniform colorFilter child;"
"half4 main(half4 c) { return sample(child, c.rg); }",
"sample(colorFilter, half2)");
test_invalid("uniform colorFilter child;"
"half4 main(half4 c) { return sample(child, c.rg, c); }",
"sample(colorFilter, half2, half4)");
}
DEF_TEST(SkRuntimeEffectForShader, r) {
// Tests that the shader factory rejects or accepts certain SkSL constructs
auto test_valid = [r](const char* sksl) {
auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(sksl));
REPORTER_ASSERT(r, effect, "%s", errorText.c_str());
};
auto test_invalid = [r](const char* sksl, const char* expected) {
auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(sksl));
REPORTER_ASSERT(r, !effect);
REPORTER_ASSERT(r,
errorText.contains(expected),
"Expected error message to contain \"%s\". Actual message: \"%s\"",
expected,
errorText.c_str());
};
// Shaders must use either the 'half4 main(float2)' or 'half4 main(float2, half4)' signature
// Either color can be half4/float4/vec4, but the coords must be float2/vec2
test_valid("half4 main(float2 p) { return p.xyxy; }");
test_valid("float4 main(float2 p) { return p.xyxy; }");
test_valid("vec4 main(float2 p) { return p.xyxy; }");
test_valid("half4 main(vec2 p) { return p.xyxy; }");
test_valid("vec4 main(vec2 p) { return p.xyxy; }");
test_valid("half4 main(float2 p, half4 c) { return c; }");
test_valid("half4 main(float2 p, float4 c) { return c; }");
test_valid("half4 main(float2 p, vec4 c) { return c; }");
test_valid("float4 main(float2 p, half4 c) { return c; }");
test_valid("vec4 main(float2 p, half4 c) { return c; }");
test_valid("vec4 main(vec2 p, vec4 c) { return c; }");
// Invalid return types
test_invalid("void main(float2 p) {}", "'main' must return");
test_invalid("half3 main(float2 p) { return p.xy1; }", "'main' must return");
// Invalid argument types (some are valid as color filters, but not shaders)
test_invalid("half4 main() { return half4(1); }", "'main' parameter");
test_invalid("half4 main(half4 c) { return c; }", "'main' parameter");
// sk_FragCoord should be available
test_valid("half4 main(float2 p) { return sk_FragCoord.xy01; }");
// Sampling a child shader requires that we pass explicit coords
test_valid("uniform shader child;"
"half4 main(float2 p) { return sample(child, p); }");
Reland "Better first-class shader & color filter support in runtime effects" This is a reland of adadb95a9f1ef21ccc5264c7d0bdc83b56cf91e9 ... adds a temporary workaround for some Android framework code. Original change's description: > Better first-class shader & color filter support in runtime effects > > This does a few things, because they're all intertwined: > > 1) SkRuntimeEffect's API now includes details about children (which Skia > stage was declared, not just the name). The factories verify that the > declared types in the SkSL match up with the C++ types being passed. > Today, we still only support adding children of the same type, so the > checks are simple. Once we allow mixing types, we'll be testing the > declared type against the actual C++ type supplied for each slot. > 2) Adds sample variants that supply the input color to the child. This > is now the only way to invoke a colorFilter child. Internally, we > support passing a color when invoking a child shader, but I'm not > exposing that. It's not clearly part of the semantics of the Skia > pipeline, and is almost never useful. It also exposes users to > several inconsistencies (skbug.com/11942). > 3) Because of #2, it's possible that we can't compute a reusable program > to filter individual colors. In that case, we don't set the constant > output for constant input optimization, and filterColor4f falls back > to the slower base-class implementation. > > Bug: skia:11813 skia:11942 > Change-Id: I06c41e1b35056e486f3163a72acf6b9535d7fed4 > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/401917 > Commit-Queue: Brian Osman <brianosman@google.com> > Reviewed-by: Mike Klein <mtklein@google.com> Bug: skia:11813 skia:11942 Change-Id: I2c31b147ed86fa8c4dddefb7066bc1d07fe0d285 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/404637 Reviewed-by: Brian Salomon <bsalomon@google.com> Reviewed-by: Mike Klein <mtklein@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
2021-04-21 13:57:19 +00:00
// Trying to pass a color as well. (Works internally with FPs, but not in runtime effects).
test_invalid("uniform shader child;"
"half4 main(float2 p, half4 c) { return sample(child, p, c); }",
"no match for sample(shader, float2, half4)");
// Shader with just a color
test_invalid("uniform shader child;"
"half4 main(float2 p, half4 c) { return sample(child, c); }",
"no match for sample(shader, half4)");
// Coords and color in a different order
test_invalid("uniform shader child;"
"half4 main(float2 p, half4 c) { return sample(child, c, p); }",
"no match for sample(shader, half4, float2)");
// Older variants that are no longer allowed
test_invalid(
"uniform shader child;"
"half4 main(float2 p) { return sample(child); }",
Reland "Better first-class shader & color filter support in runtime effects" This is a reland of adadb95a9f1ef21ccc5264c7d0bdc83b56cf91e9 ... adds a temporary workaround for some Android framework code. Original change's description: > Better first-class shader & color filter support in runtime effects > > This does a few things, because they're all intertwined: > > 1) SkRuntimeEffect's API now includes details about children (which Skia > stage was declared, not just the name). The factories verify that the > declared types in the SkSL match up with the C++ types being passed. > Today, we still only support adding children of the same type, so the > checks are simple. Once we allow mixing types, we'll be testing the > declared type against the actual C++ type supplied for each slot. > 2) Adds sample variants that supply the input color to the child. This > is now the only way to invoke a colorFilter child. Internally, we > support passing a color when invoking a child shader, but I'm not > exposing that. It's not clearly part of the semantics of the Skia > pipeline, and is almost never useful. It also exposes users to > several inconsistencies (skbug.com/11942). > 3) Because of #2, it's possible that we can't compute a reusable program > to filter individual colors. In that case, we don't set the constant > output for constant input optimization, and filterColor4f falls back > to the slower base-class implementation. > > Bug: skia:11813 skia:11942 > Change-Id: I06c41e1b35056e486f3163a72acf6b9535d7fed4 > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/401917 > Commit-Queue: Brian Osman <brianosman@google.com> > Reviewed-by: Mike Klein <mtklein@google.com> Bug: skia:11813 skia:11942 Change-Id: I2c31b147ed86fa8c4dddefb7066bc1d07fe0d285 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/404637 Reviewed-by: Brian Salomon <bsalomon@google.com> Reviewed-by: Mike Klein <mtklein@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
2021-04-21 13:57:19 +00:00
"no match for sample(shader)");
test_invalid(
"uniform shader child;"
"half4 main(float2 p) { return sample(child, float3x3(1)); }",
Reland "Better first-class shader & color filter support in runtime effects" This is a reland of adadb95a9f1ef21ccc5264c7d0bdc83b56cf91e9 ... adds a temporary workaround for some Android framework code. Original change's description: > Better first-class shader & color filter support in runtime effects > > This does a few things, because they're all intertwined: > > 1) SkRuntimeEffect's API now includes details about children (which Skia > stage was declared, not just the name). The factories verify that the > declared types in the SkSL match up with the C++ types being passed. > Today, we still only support adding children of the same type, so the > checks are simple. Once we allow mixing types, we'll be testing the > declared type against the actual C++ type supplied for each slot. > 2) Adds sample variants that supply the input color to the child. This > is now the only way to invoke a colorFilter child. Internally, we > support passing a color when invoking a child shader, but I'm not > exposing that. It's not clearly part of the semantics of the Skia > pipeline, and is almost never useful. It also exposes users to > several inconsistencies (skbug.com/11942). > 3) Because of #2, it's possible that we can't compute a reusable program > to filter individual colors. In that case, we don't set the constant > output for constant input optimization, and filterColor4f falls back > to the slower base-class implementation. > > Bug: skia:11813 skia:11942 > Change-Id: I06c41e1b35056e486f3163a72acf6b9535d7fed4 > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/401917 > Commit-Queue: Brian Osman <brianosman@google.com> > Reviewed-by: Mike Klein <mtklein@google.com> Bug: skia:11813 skia:11942 Change-Id: I2c31b147ed86fa8c4dddefb7066bc1d07fe0d285 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/404637 Reviewed-by: Brian Salomon <bsalomon@google.com> Reviewed-by: Mike Klein <mtklein@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
2021-04-21 13:57:19 +00:00
"no match for sample(shader, float3x3)");
// Sampling a colorFilter requires a color. No other signatures are valid.
test_valid("uniform colorFilter child;"
"half4 main(float2 p, half4 c) { return sample(child, c); }");
test_invalid("uniform colorFilter child;"
"half4 main(float2 p) { return sample(child); }",
"sample(colorFilter)");
test_invalid("uniform colorFilter child;"
"half4 main(float2 p) { return sample(child, p); }",
"sample(colorFilter, float2)");
test_invalid("uniform colorFilter child;"
"half4 main(float2 p, half4 c) { return sample(child, p, c); }",
"sample(colorFilter, float2, half4)");
}
class TestEffect {
public:
TestEffect(skiatest::Reporter* r, sk_sp<SkSurface> surface)
: fReporter(r), fSurface(std::move(surface)) {}
void build(const char* src) {
auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(src));
if (!effect) {
REPORT_FAILURE(fReporter, "effect",
SkStringPrintf("Effect didn't compile: %s", errorText.c_str()));
return;
}
fBuilder.init(std::move(effect));
}
SkRuntimeShaderBuilder::BuilderUniform uniform(const char* name) {
return fBuilder->uniform(name);
}
SkRuntimeShaderBuilder::BuilderChild child(const char* name) {
return fBuilder->child(name);
}
using PreTestFn = std::function<void(SkCanvas*, SkPaint*)>;
void test(GrColor TL, GrColor TR, GrColor BL, GrColor BR,
PreTestFn preTestCallback = nullptr) {
auto shader = fBuilder->makeShader(nullptr, false);
if (!shader) {
REPORT_FAILURE(fReporter, "shader", SkString("Effect didn't produce a shader"));
return;
}
SkCanvas* canvas = fSurface->getCanvas();
SkPaint paint;
paint.setShader(std::move(shader));
paint.setBlendMode(SkBlendMode::kSrc);
canvas->save();
if (preTestCallback) {
preTestCallback(canvas, &paint);
}
canvas->drawPaint(paint);
canvas->restore();
GrColor actual[4];
SkImageInfo info = fSurface->imageInfo();
if (!fSurface->readPixels(info, actual, info.minRowBytes(), 0, 0)) {
REPORT_FAILURE(fReporter, "readPixels", SkString("readPixels failed"));
return;
}
GrColor expected[4] = {TL, TR, BL, BR};
if (0 != memcmp(actual, expected, sizeof(actual))) {
REPORT_FAILURE(fReporter, "Runtime effect didn't match expectations",
SkStringPrintf("\n"
"Expected: [ %08x %08x %08x %08x ]\n"
"Got : [ %08x %08x %08x %08x ]\n"
"SkSL:\n%s\n",
TL, TR, BL, BR, actual[0], actual[1], actual[2],
actual[3], fBuilder->effect()->source().c_str()));
}
}
void test(GrColor expected, PreTestFn preTestCallback = nullptr) {
this->test(expected, expected, expected, expected, preTestCallback);
}
private:
skiatest::Reporter* fReporter;
sk_sp<SkSurface> fSurface;
SkTLazy<SkRuntimeShaderBuilder> fBuilder;
};
// Produces a 2x2 bitmap shader, with opaque colors:
// [ Red, Green ]
// [ Blue, White ]
static sk_sp<SkShader> make_RGBW_shader() {
SkBitmap bmp;
bmp.allocPixels(SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType));
SkIRect topLeft = SkIRect::MakeWH(1, 1);
bmp.pixmap().erase(SK_ColorRED, topLeft);
bmp.pixmap().erase(SK_ColorGREEN, topLeft.makeOffset(1, 0));
bmp.pixmap().erase(SK_ColorBLUE, topLeft.makeOffset(0, 1));
bmp.pixmap().erase(SK_ColorWHITE, topLeft.makeOffset(1, 1));
return bmp.makeShader(SkSamplingOptions());
}
static void test_RuntimeEffect_Shaders(skiatest::Reporter* r, GrRecordingContext* rContext) {
SkImageInfo info = SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
sk_sp<SkSurface> surface = rContext
? SkSurface::MakeRenderTarget(rContext, SkBudgeted::kNo, info)
: SkSurface::MakeRaster(info);
REPORTER_ASSERT(r, surface);
TestEffect effect(r, surface);
using float4 = std::array<float, 4>;
using int4 = std::array<int, 4>;
// Local coords
effect.build("half4 main(float2 p) { return half4(half2(p - 0.5), 0, 1); }");
effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
// Use of a simple uniform. (Draw twice with two values to ensure it's updated).
effect.build("uniform float4 gColor; half4 main(float2 p) { return half4(gColor); }");
effect.uniform("gColor") = float4{ 0.0f, 0.25f, 0.75f, 1.0f };
effect.test(0xFFBF4000);
effect.uniform("gColor") = float4{ 1.0f, 0.0f, 0.0f, 0.498f };
effect.test(0x7F00007F); // Tests that we clamp to valid premul
// Same, with integer uniforms
effect.build("uniform int4 gColor; half4 main(float2 p) { return half4(gColor) / 255.0; }");
effect.uniform("gColor") = int4{ 0x00, 0x40, 0xBF, 0xFF };
effect.test(0xFFBF4000);
effect.uniform("gColor") = int4{ 0xFF, 0x00, 0x00, 0x7F };
effect.test(0x7F00007F); // Tests that we clamp to valid premul
// Test sk_FragCoord (device coords). Rotate the canvas to be sure we're seeing device coords.
// Since the surface is 2x2, we should see (0,0), (1,0), (0,1), (1,1). Multiply by 0.498 to
// make sure we're not saturating unexpectedly.
effect.build(
"half4 main(float2 p) { return half4(0.498 * (half2(sk_FragCoord.xy) - 0.5), 0, 1); }");
effect.test(0xFF000000, 0xFF00007F, 0xFF007F00, 0xFF007F7F,
[](SkCanvas* canvas, SkPaint*) { canvas->rotate(45.0f); });
// Runtime effects should use relaxed precision rules by default
effect.build("half4 main(float2 p) { return float4(p - 0.5, 0, 1); }");
effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
// ... and support *returning* float4 (aka vec4), not just half4
effect.build("float4 main(float2 p) { return float4(p - 0.5, 0, 1); }");
effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
effect.build("vec4 main(float2 p) { return float4(p - 0.5, 0, 1); }");
effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
// Mutating coords should work. (skbug.com/10918)
effect.build("vec4 main(vec2 p) { p -= 0.5; return vec4(p, 0, 1); }");
effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
effect.build("void moveCoords(inout vec2 p) { p -= 0.5; }"
"vec4 main(vec2 p) { moveCoords(p); return vec4(p, 0, 1); }");
effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
//
// Sampling children
//
// Sampling a null child should return the paint color
effect.build("uniform shader child;"
"half4 main(float2 p) { return sample(child, p); }");
effect.child("child") = nullptr;
effect.test(0xFF00FFFF,
[](SkCanvas*, SkPaint* paint) { paint->setColor4f({1.0f, 1.0f, 0.0f, 1.0f}); });
sk_sp<SkShader> rgbwShader = make_RGBW_shader();
// Sampling a simple child at our coordinates
effect.build("uniform shader child;"
"half4 main(float2 p) { return sample(child, p); }");
effect.child("child") = rgbwShader;
effect.test(0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 0xFFFFFFFF);
// Sampling with explicit coordinates (reflecting about the diagonal)
effect.build("uniform shader child;"
"half4 main(float2 p) { return sample(child, p.yx); }");
effect.child("child") = rgbwShader;
effect.test(0xFF0000FF, 0xFFFF0000, 0xFF00FF00, 0xFFFFFFFF);
//
// Helper functions
//
// Test case for inlining in the pipeline-stage and fragment-shader passes (skbug.com/10526):
effect.build("float2 helper(float2 x) { return x + 1; }"
"half4 main(float2 p) { float2 v = helper(p); return half4(half2(v), 0, 1); }");
effect.test(0xFF00FFFF);
}
DEF_TEST(SkRuntimeEffectSimple, r) {
test_RuntimeEffect_Shaders(r, nullptr);
}
DEF_GPUTEST_FOR_RENDERING_CONTEXTS(SkRuntimeEffectSimple_GPU, r, ctxInfo) {
test_RuntimeEffect_Shaders(r, ctxInfo.directContext());
}
DEF_TEST(SkRuntimeShaderBuilderReuse, r) {
const char* kSource = R"(
uniform half x;
half4 main(float2 p) { return half4(x); }
)";
sk_sp<SkRuntimeEffect> effect = SkRuntimeEffect::MakeForShader(SkString(kSource)).effect;
REPORTER_ASSERT(r, effect);
// Test passes if this sequence doesn't assert. skbug.com/10667
SkRuntimeShaderBuilder b(std::move(effect));
b.uniform("x") = 0.0f;
auto shader_0 = b.makeShader(nullptr, false);
b.uniform("x") = 1.0f;
auto shader_1 = b.makeShader(nullptr, true);
}
DEF_TEST(SkRuntimeShaderBuilderSetUniforms, r) {
const char* kSource = R"(
uniform half x;
uniform vec2 offset;
half4 main(float2 p) { return half4(x); }
)";
sk_sp<SkRuntimeEffect> effect = SkRuntimeEffect::MakeForShader(SkString(kSource)).effect;
REPORTER_ASSERT(r, effect);
SkRuntimeShaderBuilder b(std::move(effect));
// Test passes if this sequence doesn't assert.
float x = 1.0f;
REPORTER_ASSERT(r, b.uniform("x").set(&x, 1));
// add extra value to ensure that set doesn't try to use sizeof(array)
float origin[] = { 2.0f, 3.0f, 4.0f };
REPORTER_ASSERT(r, b.uniform("offset").set<float>(origin, 2));
#ifndef SK_DEBUG
REPORTER_ASSERT(r, !b.uniform("offset").set<float>(origin, 1));
REPORTER_ASSERT(r, !b.uniform("offset").set<float>(origin, 3));
#endif
auto shader = b.makeShader(nullptr, false);
}
DEF_TEST(SkRuntimeEffectThreaded, r) {
// SkRuntimeEffect uses a single compiler instance, but it's mutex locked.
// This tests that we can safely use it from more than one thread, and also
// that programs don't refer to shared structures owned by the compiler.
// skbug.com/10589
static constexpr char kSource[] = "half4 main(float2 p) { return sk_FragCoord.xyxy; }";
std::thread threads[16];
for (auto& thread : threads) {
thread = std::thread([r]() {
auto [effect, error] = SkRuntimeEffect::MakeForShader(SkString(kSource));
REPORTER_ASSERT(r, effect);
});
}
for (auto& thread : threads) {
thread.join();
}
}
DEF_TEST(SkRuntimeColorFilterSingleColor, r) {
// Test runtime colorfilters support filterColor4f().
auto [effect, err] =
SkRuntimeEffect::MakeForColorFilter(SkString{"half4 main(half4 c) { return c*c; }"});
REPORTER_ASSERT(r, effect);
REPORTER_ASSERT(r, err.isEmpty());
sk_sp<SkColorFilter> cf = effect->makeColorFilter(SkData::MakeEmpty());
REPORTER_ASSERT(r, cf);
SkColor4f c = cf->filterColor4f({0.25, 0.5, 0.75, 1.0},
sk_srgb_singleton(), sk_srgb_singleton());
REPORTER_ASSERT(r, c.fR == 0.0625f);
REPORTER_ASSERT(r, c.fG == 0.25f);
REPORTER_ASSERT(r, c.fB == 0.5625f);
REPORTER_ASSERT(r, c.fA == 1.0f);
}
static void test_RuntimeEffectStructNameReuse(skiatest::Reporter* r, GrRecordingContext* rContext) {
// Test that two different runtime effects can reuse struct names in a single paint operation
auto [childEffect, err] = SkRuntimeEffect::MakeForShader(SkString(
"uniform shader paint;"
"struct S { half4 rgba; };"
"void process(inout S s) { s.rgba.rgb *= 0.5; }"
"half4 main(float2 p) { S s; s.rgba = sample(paint, p); process(s); return s.rgba; }"
));
REPORTER_ASSERT(r, childEffect, "%s\n", err.c_str());
sk_sp<SkShader> nullChild = nullptr;
sk_sp<SkShader> child = childEffect->makeShader(/*uniforms=*/nullptr, &nullChild,
/*childCount=*/1, /*localMatrix=*/nullptr,
/*isOpaque=*/false);
SkImageInfo info = SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
sk_sp<SkSurface> surface = rContext
? SkSurface::MakeRenderTarget(rContext, SkBudgeted::kNo, info)
: SkSurface::MakeRaster(info);
REPORTER_ASSERT(r, surface);
TestEffect effect(r, surface);
effect.build(
"uniform shader child;"
"struct S { float2 coord; };"
"void process(inout S s) { s.coord = s.coord.yx; }"
"half4 main(float2 p) { S s; s.coord = p; process(s); return sample(child, s.coord); "
"}");
effect.child("child") = child;
effect.test(0xFF00407F, [](SkCanvas*, SkPaint* paint) {
paint->setColor4f({0.99608f, 0.50196f, 0.0f, 1.0f});
});
}
DEF_TEST(SkRuntimeStructNameReuse, r) {
test_RuntimeEffectStructNameReuse(r, nullptr);
}
DEF_GPUTEST_FOR_RENDERING_CONTEXTS(SkRuntimeStructNameReuse_GPU, r, ctxInfo) {
test_RuntimeEffectStructNameReuse(r, ctxInfo.directContext());
}
DEF_TEST(SkRuntimeColorFilterFlags, r) {
{ // Here's a non-trivial filter that doesn't change alpha.
auto [effect, err] = SkRuntimeEffect::MakeForColorFilter(SkString{
"half4 main(half4 color) { return color + half4(1,1,1,0); }"});
REPORTER_ASSERT(r, effect && err.isEmpty());
sk_sp<SkColorFilter> filter = effect->makeColorFilter(SkData::MakeEmpty());
REPORTER_ASSERT(r, filter && filter->isAlphaUnchanged());
}
{ // Here's one that definitely changes alpha.
auto [effect, err] = SkRuntimeEffect::MakeForColorFilter(SkString{
"half4 main(half4 color) { return color + half4(0,0,0,4); }"});
REPORTER_ASSERT(r, effect && err.isEmpty());
sk_sp<SkColorFilter> filter = effect->makeColorFilter(SkData::MakeEmpty());
REPORTER_ASSERT(r, filter && !filter->isAlphaUnchanged());
}
}
DEF_TEST(SkRuntimeShaderSampleCoords, r) {
// This test verifies that we detect calls to sample where the coords are the same as those
// passed to main. In those cases, it's safe to turn the "explicit" sampling into "passthrough"
// sampling. This optimization is implemented very conservatively.
//
// It also checks that we correctly set the "referencesSampleCoords" bit on the runtime effect
// FP, depending on how the coords parameter to main is used.
auto test = [&](const char* src, bool expectExplicit, bool expectReferencesSampleCoords) {
auto [effect, err] =
SkRuntimeEffect::MakeForShader(SkStringPrintf("uniform shader child; %s", src));
REPORTER_ASSERT(r, effect);
auto child = GrFragmentProcessor::MakeColor({ 1, 1, 1, 1 });
auto fp = GrSkSLFP::Make(effect, "test_fp", "child", std::move(child));
REPORTER_ASSERT(r, fp);
REPORTER_ASSERT(r, fp->childProcessor(0)->isSampledWithExplicitCoords() == expectExplicit);
REPORTER_ASSERT(r, fp->referencesSampleCoords() == expectReferencesSampleCoords);
};
// Cases where our optimization is valid, and works:
// Direct use of passed-in coords. Here, the only use of sample coords is for a sample call
// converted to passthrough, so referenceSampleCoords is *false*, despite appearing in main.
test("half4 main(float2 xy) { return sample(child, xy); }", false, false);
// Sample with passed-in coords, read (but don't write) sample coords elsewhere
test("half4 main(float2 xy) { return sample(child, xy) + sin(xy.x); }", false, true);
// Cases where our optimization is not valid, and does not happen:
// Sampling with values completely unrelated to passed-in coords
test("half4 main(float2 xy) { return sample(child, float2(0, 0)); }", true, false);
// Use of expression involving passed in coords
test("half4 main(float2 xy) { return sample(child, xy * 0.5); }", true, true);
// Use of coords after modification
test("half4 main(float2 xy) { xy *= 2; return sample(child, xy); }", true, true);
// Use of coords after modification via out-param call
test("void adjust(inout float2 xy) { xy *= 2; }"
"half4 main(float2 xy) { adjust(xy); return sample(child, xy); }", true, true);
// There should (must) not be any false-positive cases. There are false-negatives.
// In all of these cases, our optimization would be valid, but does not happen:
// Direct use of passed-in coords, modified after use
test("half4 main(float2 xy) { half4 c = sample(child, xy); xy *= 2; return c; }", true, true);
// Passed-in coords copied to a temp variable
test("half4 main(float2 xy) { float2 p = xy; return sample(child, p); }", true, true);
// Use of coords passed to helper function
test("half4 helper(float2 xy) { return sample(child, xy); }"
"half4 main(float2 xy) { return helper(xy); }", true, true);
}