2019-12-19 20:44:56 +00:00
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/*
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* Copyright 2019 Google LLC
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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2020-07-22 14:19:02 +00:00
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#include "include/core/SkBitmap.h"
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2020-01-08 18:19:58 +00:00
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#include "include/core/SkCanvas.h"
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2020-08-05 20:48:58 +00:00
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#include "include/core/SkColorFilter.h"
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2020-08-06 16:15:53 +00:00
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#include "include/core/SkData.h"
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2020-01-08 18:19:58 +00:00
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#include "include/core/SkPaint.h"
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#include "include/core/SkSurface.h"
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2020-01-02 16:55:24 +00:00
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#include "include/effects/SkRuntimeEffect.h"
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2020-07-06 14:56:46 +00:00
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#include "include/gpu/GrDirectContext.h"
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2020-04-15 18:18:13 +00:00
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#include "src/core/SkTLazy.h"
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2020-07-22 14:19:02 +00:00
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#include "src/gpu/GrColor.h"
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2019-12-19 20:44:56 +00:00
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#include "tests/Test.h"
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2020-01-08 18:19:58 +00:00
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#include <algorithm>
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2020-09-30 17:26:43 +00:00
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#include <thread>
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2020-01-08 18:19:58 +00:00
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2020-03-09 15:53:24 +00:00
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DEF_TEST(SkRuntimeEffectInvalid, r) {
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auto test = [r](const char* hdr, const char* body, const char* expected) {
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2020-08-13 20:59:48 +00:00
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SkString src = SkStringPrintf("%s half4 main(float2 p) { %s return half4(0); }",
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2020-03-09 15:53:24 +00:00
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hdr, body);
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auto[effect, errorText] = SkRuntimeEffect::Make(src);
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2019-12-19 20:44:56 +00:00
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REPORTER_ASSERT(r, !effect);
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REPORTER_ASSERT(r, errorText.contains(expected),
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"Expected error message to contain \"%s\". Actual message: \"%s\"",
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expected, errorText.c_str());
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};
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// Features that are only allowed in .fp files (key, in uniform, ctype, when, tracked).
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// Ensure that these fail, and the error messages contain the relevant keyword.
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2020-03-09 15:53:24 +00:00
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test("layout(key) in bool Input;", "", "key");
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test("in uniform float Input;", "", "in uniform");
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test("layout(ctype=SkRect) float4 Input;", "", "ctype");
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test("in bool Flag; layout(when=Flag) uniform float Input;", "", "when");
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test("layout(tracked) uniform float Input;", "", "tracked");
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2019-12-19 20:44:56 +00:00
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Remove 'in' variables from SkRuntimeEffect
Runtime effects previously allowed two kinds of global input variables:
'in' variables could be bool, int, or float. 'uniform' could be float,
vector, or matrix. Uniform variables worked like you'd expect, but 'in'
variables were baked into the program statically. There was a large
amount of machinery to make this work, and it meant that 'in' variables
needed to have values before we could make decisions about program
caching, and before we could catch some errors. It was also essentially
syntactic sugar over the client just inserting the value into their SkSL
as a string. Finally: No one was using the feature.
To simplify the mental model, and make the API much more predictable,
this CL removes 'in' variables entirely. We no longer need to
"specialize" runtime effect programs, which means we can catch more
errors up front (those not detected until optimization). All of the API
that referred to "inputs" (the previous term that unified 'in' and
'uniform') now just refers to "uniforms".
Bug: skia:10593
Change-Id: I971f620d868b259e652b3114f0b497c2620f4b0c
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/309050
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Reviewed-by: John Stiles <johnstiles@google.com>
2020-08-10 18:26:16 +00:00
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// Runtime SkSL supports a limited set of uniform types. No samplers, bool, or int, for example:
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test("uniform sampler2D s;", "", "uniform");
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test("uniform bool b;", "", "uniform");
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test("uniform int i;", "", "uniform");
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// 'in' variables aren't allowed at all:
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test("in bool b;", "", "'in'");
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test("in float f;", "", "'in'");
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test("in float2 v;", "", "'in'");
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test("in half3x3 m;", "", "'in'");
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// 'marker' is only permitted on float4x4 uniforms
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2020-07-16 19:29:15 +00:00
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test("layout(marker=local_to_world) uniform float3x3 localToWorld;", "", "float4x4");
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2020-08-13 20:59:48 +00:00
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test("float missing();", "p.x = missing();", "undefined function");
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2020-07-20 19:18:33 +00:00
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// Shouldn't be possible to create an SkRuntimeEffect without "main"
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test("//", "", "main");
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2020-07-21 13:39:27 +00:00
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// Various places that shaders (fragmentProcessors) should not be allowed
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test("",
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"shader child;",
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"must be global");
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test("in shader child; half4 helper(shader fp) { return sample(fp); }",
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"half4 color = helper(child);",
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"parameter");
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test("in shader child; shader get_child() { return child; }",
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2020-08-13 20:59:48 +00:00
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"half4 color = sample(get_child());",
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"return");
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test("in shader child;",
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"half4 color = sample(shader(child));",
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"construct");
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test("in shader child1; in shader child2;",
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"half4 color = sample(p.x > 10 ? child1 : child2);",
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2020-07-21 13:39:27 +00:00
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"expression");
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2020-08-12 15:36:56 +00:00
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// Errors that aren't caught until later in the compilation process (during optimize())
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2020-08-13 20:59:48 +00:00
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test("", "return half4(1);", "unreachable");
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2020-08-12 15:36:56 +00:00
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test("half badFunc() { }", "", "without returning");
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2019-12-19 20:44:56 +00:00
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}
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2020-01-08 18:19:58 +00:00
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2020-08-05 20:48:58 +00:00
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DEF_TEST(SkRuntimeEffectInvalidColorFilters, r) {
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auto test = [r](const char* sksl) {
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auto [effect, errorText] = SkRuntimeEffect::Make(SkString(sksl));
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REPORTER_ASSERT(r, effect);
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2020-08-06 16:15:53 +00:00
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Remove 'in' variables from SkRuntimeEffect
Runtime effects previously allowed two kinds of global input variables:
'in' variables could be bool, int, or float. 'uniform' could be float,
vector, or matrix. Uniform variables worked like you'd expect, but 'in'
variables were baked into the program statically. There was a large
amount of machinery to make this work, and it meant that 'in' variables
needed to have values before we could make decisions about program
caching, and before we could catch some errors. It was also essentially
syntactic sugar over the client just inserting the value into their SkSL
as a string. Finally: No one was using the feature.
To simplify the mental model, and make the API much more predictable,
this CL removes 'in' variables entirely. We no longer need to
"specialize" runtime effect programs, which means we can catch more
errors up front (those not detected until optimization). All of the API
that referred to "inputs" (the previous term that unified 'in' and
'uniform') now just refers to "uniforms".
Bug: skia:10593
Change-Id: I971f620d868b259e652b3114f0b497c2620f4b0c
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/309050
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Reviewed-by: John Stiles <johnstiles@google.com>
2020-08-10 18:26:16 +00:00
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sk_sp<SkData> uniforms = SkData::MakeUninitialized(effect->uniformSize());
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2020-08-06 16:15:53 +00:00
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Remove 'in' variables from SkRuntimeEffect
Runtime effects previously allowed two kinds of global input variables:
'in' variables could be bool, int, or float. 'uniform' could be float,
vector, or matrix. Uniform variables worked like you'd expect, but 'in'
variables were baked into the program statically. There was a large
amount of machinery to make this work, and it meant that 'in' variables
needed to have values before we could make decisions about program
caching, and before we could catch some errors. It was also essentially
syntactic sugar over the client just inserting the value into their SkSL
as a string. Finally: No one was using the feature.
To simplify the mental model, and make the API much more predictable,
this CL removes 'in' variables entirely. We no longer need to
"specialize" runtime effect programs, which means we can catch more
errors up front (those not detected until optimization). All of the API
that referred to "inputs" (the previous term that unified 'in' and
'uniform') now just refers to "uniforms".
Bug: skia:10593
Change-Id: I971f620d868b259e652b3114f0b497c2620f4b0c
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/309050
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Reviewed-by: John Stiles <johnstiles@google.com>
2020-08-10 18:26:16 +00:00
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REPORTER_ASSERT(r, effect->makeShader(uniforms, nullptr, 0, nullptr, false));
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REPORTER_ASSERT(r, !effect->makeColorFilter(uniforms));
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2020-08-05 20:48:58 +00:00
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};
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// Runtime effects that use sample coords or sk_FragCoord are valid shaders,
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// but not valid color filters
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2020-08-13 20:59:48 +00:00
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test("half4 main(float2 p) { return half2(p).xy01; }");
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test("half4 main(float2 p) { return half2(sk_FragCoord.xy).xy01; }");
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2020-08-06 16:15:53 +00:00
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// We also can't use layout(marker), which would give the runtime color filter CTM information
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test("layout(marker=ctm) uniform float4x4 ctm;"
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"half4 main(float2 p) { return half4(half(ctm[0][0]), 0, 0, 1); }");
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2020-08-05 20:48:58 +00:00
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}
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2020-01-08 18:19:58 +00:00
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class TestEffect {
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public:
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TestEffect(skiatest::Reporter* r, sk_sp<SkSurface> surface)
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: fReporter(r), fSurface(std::move(surface)) {}
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void build(const char* header, const char* body) {
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SkString src = SkStringPrintf("%s half4 main(float2 p) { %s }",
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header, body);
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2020-01-08 18:19:58 +00:00
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auto[effect, errorText] = SkRuntimeEffect::Make(src);
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if (!effect) {
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2020-07-22 14:19:02 +00:00
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REPORT_FAILURE(fReporter, "effect",
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SkStringPrintf("Effect didn't compile: %s", errorText.c_str()));
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return;
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}
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2020-04-15 18:18:13 +00:00
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fBuilder.init(std::move(effect));
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2020-01-08 18:19:58 +00:00
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}
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Remove 'in' variables from SkRuntimeEffect
Runtime effects previously allowed two kinds of global input variables:
'in' variables could be bool, int, or float. 'uniform' could be float,
vector, or matrix. Uniform variables worked like you'd expect, but 'in'
variables were baked into the program statically. There was a large
amount of machinery to make this work, and it meant that 'in' variables
needed to have values before we could make decisions about program
caching, and before we could catch some errors. It was also essentially
syntactic sugar over the client just inserting the value into their SkSL
as a string. Finally: No one was using the feature.
To simplify the mental model, and make the API much more predictable,
this CL removes 'in' variables entirely. We no longer need to
"specialize" runtime effect programs, which means we can catch more
errors up front (those not detected until optimization). All of the API
that referred to "inputs" (the previous term that unified 'in' and
'uniform') now just refers to "uniforms".
Bug: skia:10593
Change-Id: I971f620d868b259e652b3114f0b497c2620f4b0c
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/309050
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Reviewed-by: John Stiles <johnstiles@google.com>
2020-08-10 18:26:16 +00:00
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SkRuntimeShaderBuilder::BuilderUniform uniform(const char* name) {
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return fBuilder->uniform(name);
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2020-01-08 18:19:58 +00:00
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}
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2020-07-22 14:19:02 +00:00
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SkRuntimeShaderBuilder::BuilderChild child(const char* name) {
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return fBuilder->child(name);
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}
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2020-01-08 18:19:58 +00:00
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2020-07-22 14:19:02 +00:00
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using PreTestFn = std::function<void(SkCanvas*, SkPaint*)>;
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void test(GrColor TL, GrColor TR, GrColor BL, GrColor BR,
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PreTestFn preTestCallback = nullptr) {
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2020-04-15 18:18:13 +00:00
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auto shader = fBuilder->makeShader(nullptr, false);
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2020-01-08 18:19:58 +00:00
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if (!shader) {
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REPORT_FAILURE(fReporter, "shader", SkString("Effect didn't produce a shader"));
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2020-01-08 18:19:58 +00:00
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return;
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}
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2020-07-22 14:19:02 +00:00
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SkCanvas* canvas = fSurface->getCanvas();
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2020-01-08 18:19:58 +00:00
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SkPaint paint;
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paint.setShader(std::move(shader));
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paint.setBlendMode(SkBlendMode::kSrc);
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2020-07-22 14:19:02 +00:00
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canvas->save();
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if (preTestCallback) {
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preTestCallback(canvas, &paint);
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}
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canvas->drawPaint(paint);
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canvas->restore();
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GrColor actual[4];
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SkImageInfo info = fSurface->imageInfo();
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if (!fSurface->readPixels(info, actual, info.minRowBytes(), 0, 0)) {
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REPORT_FAILURE(fReporter, "readPixels", SkString("readPixels failed"));
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2020-01-08 18:19:58 +00:00
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return;
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}
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2020-07-22 14:19:02 +00:00
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GrColor expected[4] = {TL, TR, BL, BR};
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2020-08-16 03:22:53 +00:00
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if (0 != memcmp(actual, expected, sizeof(actual))) {
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2020-07-22 14:19:02 +00:00
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REPORT_FAILURE(fReporter, "Runtime effect didn't match expectations",
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2020-01-08 18:19:58 +00:00
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SkStringPrintf("\n"
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"Expected: [ %08x %08x %08x %08x ]\n"
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"Got : [ %08x %08x %08x %08x ]\n"
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"SkSL:\n%s\n",
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TL, TR, BL, BR, actual[0], actual[1], actual[2],
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2020-08-27 14:51:22 +00:00
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actual[3], fBuilder->effect()->source().c_str()));
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2020-01-08 18:19:58 +00:00
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}
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}
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2020-07-22 14:19:02 +00:00
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void test(GrColor expected, PreTestFn preTestCallback = nullptr) {
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this->test(expected, expected, expected, expected, preTestCallback);
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2020-01-08 18:19:58 +00:00
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}
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private:
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skiatest::Reporter* fReporter;
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sk_sp<SkSurface> fSurface;
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2020-04-15 18:18:13 +00:00
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SkTLazy<SkRuntimeShaderBuilder> fBuilder;
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};
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2020-07-22 14:19:02 +00:00
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// Produces a 2x2 bitmap shader, with opaque colors:
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// [ Red, Green ]
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// [ Blue, White ]
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static sk_sp<SkShader> make_RGBW_shader() {
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SkBitmap bmp;
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bmp.allocPixels(SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType));
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SkIRect topLeft = SkIRect::MakeWH(1, 1);
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bmp.pixmap().erase(SK_ColorRED, topLeft);
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bmp.pixmap().erase(SK_ColorGREEN, topLeft.makeOffset(1, 0));
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bmp.pixmap().erase(SK_ColorBLUE, topLeft.makeOffset(0, 1));
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bmp.pixmap().erase(SK_ColorWHITE, topLeft.makeOffset(1, 1));
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return bmp.makeShader();
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}
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2020-07-23 17:54:35 +00:00
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static void test_RuntimeEffect_Shaders(skiatest::Reporter* r, GrRecordingContext* rContext) {
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2020-01-08 18:19:58 +00:00
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SkImageInfo info = SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
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2020-07-23 17:54:35 +00:00
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sk_sp<SkSurface> surface = rContext
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? SkSurface::MakeRenderTarget(rContext, SkBudgeted::kNo, info)
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: SkSurface::MakeRaster(info);
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2020-01-08 18:19:58 +00:00
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REPORTER_ASSERT(r, surface);
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TestEffect effect(r, surface);
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2020-01-08 18:19:58 +00:00
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2020-01-10 15:05:24 +00:00
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using float4 = std::array<float, 4>;
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2020-07-22 14:19:02 +00:00
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// Local coords
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2020-08-13 20:59:48 +00:00
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effect.build("", "return half4(half2(p - 0.5), 0, 1);");
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2020-07-22 14:19:02 +00:00
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effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
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// Use of a simple uniform. (Draw twice with two values to ensure it's updated).
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effect.build("uniform float4 gColor;",
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2020-08-13 20:59:48 +00:00
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"return half4(gColor);");
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Remove 'in' variables from SkRuntimeEffect
Runtime effects previously allowed two kinds of global input variables:
'in' variables could be bool, int, or float. 'uniform' could be float,
vector, or matrix. Uniform variables worked like you'd expect, but 'in'
variables were baked into the program statically. There was a large
amount of machinery to make this work, and it meant that 'in' variables
needed to have values before we could make decisions about program
caching, and before we could catch some errors. It was also essentially
syntactic sugar over the client just inserting the value into their SkSL
as a string. Finally: No one was using the feature.
To simplify the mental model, and make the API much more predictable,
this CL removes 'in' variables entirely. We no longer need to
"specialize" runtime effect programs, which means we can catch more
errors up front (those not detected until optimization). All of the API
that referred to "inputs" (the previous term that unified 'in' and
'uniform') now just refers to "uniforms".
Bug: skia:10593
Change-Id: I971f620d868b259e652b3114f0b497c2620f4b0c
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/309050
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Reviewed-by: John Stiles <johnstiles@google.com>
2020-08-10 18:26:16 +00:00
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effect.uniform("gColor") = float4{ 0.0f, 0.25f, 0.75f, 1.0f };
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2020-07-22 14:19:02 +00:00
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effect.test(0xFFBF4000);
|
Remove 'in' variables from SkRuntimeEffect
Runtime effects previously allowed two kinds of global input variables:
'in' variables could be bool, int, or float. 'uniform' could be float,
vector, or matrix. Uniform variables worked like you'd expect, but 'in'
variables were baked into the program statically. There was a large
amount of machinery to make this work, and it meant that 'in' variables
needed to have values before we could make decisions about program
caching, and before we could catch some errors. It was also essentially
syntactic sugar over the client just inserting the value into their SkSL
as a string. Finally: No one was using the feature.
To simplify the mental model, and make the API much more predictable,
this CL removes 'in' variables entirely. We no longer need to
"specialize" runtime effect programs, which means we can catch more
errors up front (those not detected until optimization). All of the API
that referred to "inputs" (the previous term that unified 'in' and
'uniform') now just refers to "uniforms".
Bug: skia:10593
Change-Id: I971f620d868b259e652b3114f0b497c2620f4b0c
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/309050
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Reviewed-by: John Stiles <johnstiles@google.com>
2020-08-10 18:26:16 +00:00
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effect.uniform("gColor") = float4{ 1.0f, 0.0f, 0.0f, 0.498f };
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2020-07-22 14:19:02 +00:00
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effect.test(0x7F00007F); // Tests that we clamp to valid premul
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// Test sk_FragCoord (device coords). Rotate the canvas to be sure we're seeing device coords.
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// Since the surface is 2x2, we should see (0,0), (1,0), (0,1), (1,1). Multiply by 0.498 to
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// make sure we're not saturating unexpectedly.
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2020-08-13 20:59:48 +00:00
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effect.build("", "return half4(0.498 * (half2(sk_FragCoord.xy) - 0.5), 0, 1);");
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2020-07-22 14:19:02 +00:00
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effect.test(0xFF000000, 0xFF00007F, 0xFF007F00, 0xFF007F7F,
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[](SkCanvas* canvas, SkPaint*) { canvas->rotate(45.0f); });
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2020-09-02 17:45:47 +00:00
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// Runtime effects should use relaxed precision rules by default
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effect.build("", "return float4(p - 0.5, 0, 1);");
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effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
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2020-10-13 13:34:23 +00:00
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// ... and support GLSL type names
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effect.build("", "return vec4(p - 0.5, 0, 1);");
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effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
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2020-07-23 17:28:14 +00:00
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//
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// Sampling children
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//
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2020-07-22 14:19:02 +00:00
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// Sampling a null child should return the paint color
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effect.build("in shader child;",
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2020-08-13 20:59:48 +00:00
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"return sample(child);");
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2020-07-22 14:19:02 +00:00
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effect.child("child") = nullptr;
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effect.test(0xFF00FFFF,
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[](SkCanvas*, SkPaint* paint) { paint->setColor4f({1.0f, 1.0f, 0.0f, 1.0f}); });
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sk_sp<SkShader> rgbwShader = make_RGBW_shader();
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// Sampling a simple child at our coordinates (implicitly)
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effect.build("in shader child;",
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2020-08-13 20:59:48 +00:00
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"return sample(child);");
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2020-07-22 14:19:02 +00:00
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effect.child("child") = rgbwShader;
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effect.test(0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 0xFFFFFFFF);
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// Sampling with explicit coordinates (reflecting about the diagonal)
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effect.build("in shader child;",
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2020-08-13 20:59:48 +00:00
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"return sample(child, p.yx);");
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2020-07-22 14:19:02 +00:00
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effect.child("child") = rgbwShader;
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effect.test(0xFF0000FF, 0xFFFF0000, 0xFF00FF00, 0xFFFFFFFF);
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// Sampling with a matrix (again, reflecting about the diagonal)
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effect.build("in shader child;",
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2020-08-13 20:59:48 +00:00
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"return sample(child, float3x3(0, 1, 0, 1, 0, 0, 0, 0, 1));");
|
2020-07-22 14:19:02 +00:00
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effect.child("child") = rgbwShader;
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effect.test(0xFF0000FF, 0xFFFF0000, 0xFF00FF00, 0xFFFFFFFF);
|
2020-07-23 17:28:14 +00:00
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//
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// Helper functions
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//
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// Test case for inlining in the pipeline-stage and fragment-shader passes (skbug.com/10526):
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effect.build("float2 helper(float2 x) { return x + 1; }",
|
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"float2 v = helper(p);"
|
2020-08-13 20:59:48 +00:00
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"return half4(half2(v), 0, 1);");
|
2020-07-23 17:28:14 +00:00
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effect.test(0xFF00FFFF);
|
2020-01-08 18:19:58 +00:00
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}
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DEF_TEST(SkRuntimeEffectSimple, r) {
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test_RuntimeEffect_Shaders(r, nullptr);
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|
}
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DEF_GPUTEST_FOR_RENDERING_CONTEXTS(SkRuntimeEffectSimple_GPU, r, ctxInfo) {
|
2020-07-06 14:56:46 +00:00
|
|
|
test_RuntimeEffect_Shaders(r, ctxInfo.directContext());
|
2020-01-08 18:19:58 +00:00
|
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|
}
|
2020-08-27 14:51:22 +00:00
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|
DEF_TEST(SkRuntimeShaderBuilderReuse, r) {
|
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|
|
const char* kSource = R"(
|
|
|
|
uniform half x;
|
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|
|
half4 main() { return half4(x); }
|
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|
|
)";
|
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|
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|
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|
sk_sp<SkRuntimeEffect> effect = std::get<0>(SkRuntimeEffect::Make(SkString(kSource)));
|
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|
|
REPORTER_ASSERT(r, effect);
|
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|
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|
|
|
|
// Test passes if this sequence doesn't assert. skbug.com/10667
|
|
|
|
SkRuntimeShaderBuilder b(std::move(effect));
|
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|
|
b.uniform("x") = 0.0f;
|
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|
auto shader_0 = b.makeShader(nullptr, false);
|
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|
b.uniform("x") = 1.0f;
|
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|
|
auto shader_1 = b.makeShader(nullptr, true);
|
|
|
|
}
|
2020-09-30 17:26:43 +00:00
|
|
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|
|
|
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() { return sk_FragCoord.xyxy; }";
|
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|
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|
|
|
|
std::thread threads[16];
|
|
|
|
for (auto& thread : threads) {
|
|
|
|
thread = std::thread([r]() {
|
|
|
|
auto [effect, error] = SkRuntimeEffect::Make(SkString(kSource));
|
|
|
|
REPORTER_ASSERT(r, effect);
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
for (auto& thread : threads) {
|
|
|
|
thread.join();
|
|
|
|
}
|
|
|
|
}
|