Add several more unit tests of runtime effects

Did some cleanup to remove repetition that was distracting from the
thing being tested.

Change-Id: Ie385c6ec2d1325a1bd0ba5c2270e7f2ddd1d24b2
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/305076
Reviewed-by: John Stiles <johnstiles@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Auto-Submit: Brian Osman <brianosman@google.com>
This commit is contained in:
Brian Osman 2020-07-22 10:19:02 -04:00 committed by Skia Commit-Bot
parent c0e711019b
commit 6241961a32

View File

@ -5,12 +5,14 @@
* found in the LICENSE file.
*/
#include "include/core/SkBitmap.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkPaint.h"
#include "include/core/SkSurface.h"
#include "include/effects/SkRuntimeEffect.h"
#include "include/gpu/GrDirectContext.h"
#include "src/core/SkTLazy.h"
#include "src/gpu/GrColor.h"
#include "tests/Test.h"
#include <algorithm>
@ -63,47 +65,60 @@ DEF_TEST(SkRuntimeEffectInvalid, r) {
class TestEffect {
public:
TestEffect(skiatest::Reporter* r, const char* hdr, const char* body) {
TestEffect(skiatest::Reporter* r, sk_sp<SkSurface> surface)
: fReporter(r), fSurface(std::move(surface)) {}
void build(const char* header, const char* body) {
SkString src = SkStringPrintf("%s void main(float2 p, inout half4 color) { %s }",
hdr, body);
header, body);
auto[effect, errorText] = SkRuntimeEffect::Make(src);
if (!effect) {
REPORT_FAILURE(r, "effect",
REPORT_FAILURE(fReporter, "effect",
SkStringPrintf("Effect didn't compile: %s", errorText.c_str()));
return;
}
fBuilder.init(std::move(effect));
}
SkRuntimeShaderBuilder::BuilderInput operator[](const char* name) {
SkRuntimeShaderBuilder::BuilderInput input(const char* name) {
return fBuilder->input(name);
}
SkRuntimeShaderBuilder::BuilderChild child(const char* name) {
return fBuilder->child(name);
}
void test(skiatest::Reporter* r, sk_sp<SkSurface> surface,
uint32_t TL, uint32_t TR, uint32_t BL, uint32_t BR, SkScalar rotate = 0.0f) {
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(r, "shader", SkString("Effect didn't produce a 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);
surface->getCanvas()->rotate(rotate);
surface->getCanvas()->drawPaint(paint);
uint32_t actual[4];
SkImageInfo info = surface->imageInfo();
if (!surface->readPixels(info, actual, info.minRowBytes(), 0, 0)) {
REPORT_FAILURE(r, "readPixels", SkString("readPixels failed"));
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;
}
uint32_t expected[4] = {TL, TR, BL, BR};
GrColor expected[4] = {TL, TR, BL, BR};
if (memcmp(actual, expected, sizeof(actual)) != 0) {
REPORT_FAILURE(r, "Runtime effect didn't match expectations",
REPORT_FAILURE(fReporter, "Runtime effect didn't match expectations",
SkStringPrintf("\n"
"Expected: [ %08x %08x %08x %08x ]\n"
"Got : [ %08x %08x %08x %08x ]\n"
@ -113,54 +128,100 @@ public:
}
}
void test(skiatest::Reporter* r, sk_sp<SkSurface> surface, uint32_t expected) {
this->test(r, surface, expected, expected, expected, expected);
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();
}
static void test_RuntimeEffect_Shaders(skiatest::Reporter* r, GrContext* context) {
SkImageInfo info = SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
sk_sp<SkSurface> surface;
if (context) {
surface = SkSurface::MakeRenderTarget(context, SkBudgeted::kNo, info);
} else {
surface = SkSurface::MakeRaster(info);
}
sk_sp<SkSurface> surface = context ? SkSurface::MakeRenderTarget(context, SkBudgeted::kNo, info)
: SkSurface::MakeRaster(info);
REPORTER_ASSERT(r, surface);
TestEffect xy(r, "", "color = half4(half2(p - 0.5), 0, 1);");
xy.test(r, surface, 0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
TestEffect effect(r, surface);
using float4 = std::array<float, 4>;
// NOTE: For now, we always emit valid premul colors, until CPU and GPU agree on clamping
TestEffect uniformColor(r, "uniform float4 gColor;", "color = half4(gColor);");
// Local coords
effect.build("", "color = half4(half2(p - 0.5), 0, 1);");
effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
uniformColor["gColor"] = float4{ 0.0f, 0.25f, 0.75f, 1.0f };
uniformColor.test(r, surface, 0xFFBF4000);
// Use of a simple uniform. (Draw twice with two values to ensure it's updated).
effect.build("uniform float4 gColor;",
"color = half4(gColor);");
effect.input("gColor") = float4{ 0.0f, 0.25f, 0.75f, 1.0f };
effect.test(0xFFBF4000);
effect.input("gColor") = float4{ 0.75f, 0.25f, 0.0f, 1.0f };
effect.test(0xFF0040BF);
uniformColor["gColor"] = float4{ 0.75f, 0.25f, 0.0f, 1.0f };
uniformColor.test(r, surface, 0xFF0040BF);
// Indexing a uniform array with an 'in' integer
effect.build("in int flag; uniform half4 gColors[2];",
"color = gColors[flag];");
effect.input("gColors") = std::array<float4, 2>{float4{1.0f, 0.0f, 0.0f, 0.498f},
float4{0.0f, 1.0f, 0.0f, 1.0f }};
effect.input("flag") = 0;
effect.test(0x7F00007F); // Tests that we clamp to valid premul
effect.input("flag") = 1;
effect.test(0xFF00FF00);
TestEffect pickColor(r, "in int flag; uniform half4 gColors[2];", "color = gColors[flag];");
pickColor["gColors"] =
std::array<float4, 2>{float4{1.0f, 0.0f, 0.0f, 0.498f}, float4{0.0f, 1.0f, 0.0f, 1.0f}};
pickColor["flag"] = 0;
pickColor.test(r, surface, 0x7F00007F); // Tests that we clamp to valid premul
pickColor["flag"] = 1;
pickColor.test(r, surface, 0xFF00FF00);
// 'in' half (functionally a uniform, but handled very differently internally)
effect.build("in half c;",
"color = half4(c, c, c, 1);");
effect.input("c") = 0.498f;
effect.test(0xFF7F7F7F);
TestEffect inlineColor(r, "in half c;", "color = half4(c, c, c, 1);");
inlineColor["c"] = 0.498f;
inlineColor.test(r, surface, 0xFF7F7F7F);
// 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("", "color = half4(0.498 * (half2(sk_FragCoord.xy) - 0.5), 0, 1);");
effect.test(0xFF000000, 0xFF00007F, 0xFF007F00, 0xFF007F7F,
[](SkCanvas* canvas, SkPaint*) { canvas->rotate(45.0f); });
// Test sk_FragCoord, which we output to color. 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.
TestEffect fragCoord(r, "", "color = half4(0.498 * (half2(sk_FragCoord.xy) - 0.5), 0, 1);");
fragCoord.test(r, surface, 0xFF000000, 0xFF00007F, 0xFF007F00, 0xFF007F7F, 45.0f);
// Sampling a null child should return the paint color
effect.build("in shader child;",
"color = sample(child);");
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 (implicitly)
effect.build("in shader child;",
"color = sample(child);");
effect.child("child") = rgbwShader;
effect.test(0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 0xFFFFFFFF);
// Sampling with explicit coordinates (reflecting about the diagonal)
effect.build("in shader child;",
"color = sample(child, p.yx);");
effect.child("child") = rgbwShader;
effect.test(0xFF0000FF, 0xFFFF0000, 0xFF00FF00, 0xFFFFFFFF);
// Sampling with a matrix (again, reflecting about the diagonal)
effect.build("in shader child;",
"color = sample(child, float3x3(0, 1, 0, 1, 0, 0, 0, 0, 1));");
effect.child("child") = rgbwShader;
effect.test(0xFF0000FF, 0xFFFF0000, 0xFF00FF00, 0xFFFFFFFF);
}
DEF_TEST(SkRuntimeEffectSimple, r) {