Expose the Input variable and Child name collections in SkRuntimeEffect
Add framework for unit tests that draw (CPU and GPU) with a runtime shader, as well as couple example tests. Change-Id: I43b3b39e86634ec55521a2689a4c55c21939dce5 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/262809 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
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@ -86,8 +86,25 @@ public:
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const SkString& source() const { return fSkSL; }
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int index() const { return fIndex; }
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template <typename T>
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class ConstIterable {
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public:
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ConstIterable(const std::vector<T>& vec) : fVec(vec) {}
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using const_iterator = typename std::vector<T>::const_iterator;
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const_iterator begin() const { return fVec.begin(); }
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const_iterator end() const { return fVec.end(); }
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size_t count() const { return fVec.size(); }
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private:
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const std::vector<T>& fVec;
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};
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size_t inputSize() const;
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size_t childCount() const { return fChildren.size(); }
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ConstIterable<Variable> inputs() const { return ConstIterable<Variable>(fInAndUniformVars); }
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ConstIterable<SkString> children() const { return ConstIterable<SkString>(fChildren); }
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#if SK_SUPPORT_GPU
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// This re-compiles the program from scratch, using the supplied shader caps.
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@ -114,10 +131,6 @@ private:
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std::unique_ptr<SkSL::Program> fBaseProgram;
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std::vector<Variable> fInAndUniformVars;
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std::vector<SkString> fChildren;
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friend class GrGLSLSkSLFP;
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friend class GrSkSLFP;
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friend class SkSLSlide;
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};
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#endif
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@ -279,7 +279,7 @@ SkRuntimeEffect::ByteCodeResult SkRuntimeEffect::toByteCode() {
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sk_sp<SkShader> SkRuntimeEffect::makeShader(sk_sp<SkData> inputs,
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sk_sp<SkShader> children[], size_t childCount,
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const SkMatrix* localMatrix, bool isOpaque) {
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return inputs && inputs->size() >= this->inputSize() && childCount >= this->childCount()
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return inputs && inputs->size() >= this->inputSize() && childCount >= fChildren.size()
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? sk_sp<SkShader>(new SkRTShader(sk_ref_sp(this), std::move(inputs), localMatrix,
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children, childCount, isOpaque))
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: nullptr;
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@ -85,7 +85,7 @@ public:
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void emitCode(EmitArgs& args) override {
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const GrSkSLFP& fp = args.fFp.cast<GrSkSLFP>();
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for (const auto& v : fp.fEffect->fInAndUniformVars) {
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for (const auto& v : fp.fEffect->inputs()) {
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if (v.fQualifier == SkRuntimeEffect::Variable::Qualifier::kUniform) {
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auto handle = args.fUniformHandler->addUniformArray(kFragment_GrShaderFlag,
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v.fGPUType,
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@ -123,7 +123,7 @@ public:
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size_t uniIndex = 0;
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const GrSkSLFP& outer = _proc.cast<GrSkSLFP>();
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char* inputs = (char*) outer.fInputs.get();
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for (const auto& v : outer.fEffect->fInAndUniformVars) {
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for (const auto& v : outer.fEffect->inputs()) {
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if (v.fQualifier != SkRuntimeEffect::Variable::Qualifier::kUniform) {
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continue;
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}
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@ -226,7 +226,7 @@ GrGLSLFragmentProcessor* GrSkSLFP::onCreateGLSLInstance() const {
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void GrSkSLFP::onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const {
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b->add32(fEffect->index());
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char* inputs = (char*) fInputs.get();
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for (const auto& v : fEffect->fInAndUniformVars) {
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for (const auto& v : fEffect->inputs()) {
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if (v.fQualifier != SkRuntimeEffect::Variable::Qualifier::kIn) {
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continue;
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}
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@ -5,13 +5,19 @@
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* found in the LICENSE file.
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*/
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#include "include/core/SkCanvas.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkSurface.h"
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#include "include/effects/SkRuntimeEffect.h"
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#include "include/gpu/GrContext.h"
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#include "tests/Test.h"
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#include <algorithm>
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DEF_TEST(SkRuntimeEffectInvalidInputs, r) {
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auto test = [r](const char* hdr, const char* expected) {
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SkString src = SkStringPrintf("%s void main(float x, float y, inout half4 color) {}", hdr);
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auto [effect, errorText] = SkRuntimeEffect::Make(src);
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auto[effect, errorText] = SkRuntimeEffect::Make(src);
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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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@ -42,3 +48,114 @@ DEF_TEST(SkRuntimeEffectInvalidInputs, r) {
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test("in float2 Input;", "'in'");
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test("in half3x3 Input;", "'in'");
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}
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// Our packing rules and unit test code here relies on this:
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static_assert(sizeof(bool) == 1);
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class TestEffect {
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public:
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TestEffect(skiatest::Reporter* r, const char* hdr, const char* body) {
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SkString src = SkStringPrintf("%s void main(float x, float y, inout half4 color) { %s }",
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hdr, body);
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auto[effect, errorText] = SkRuntimeEffect::Make(src);
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if (!effect) {
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REPORT_FAILURE(r, "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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fEffect = std::move(effect);
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fInputs = SkData::MakeUninitialized(fEffect->inputSize());
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}
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struct InputVar {
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template <typename T> InputVar& operator=(const T& val) {
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SkASSERT(sizeof(T) == fVar.sizeInBytes());
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memcpy(SkTAddOffset<void>(fOwner->fInputs->writable_data(), fVar.fOffset), &val,
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sizeof(T));
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return *this;
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}
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TestEffect* fOwner;
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const SkRuntimeEffect::Variable& fVar;
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};
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InputVar operator[](const char* name) {
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auto input = std::find_if(fEffect->inputs().begin(), fEffect->inputs().end(),
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[name](const auto& v) { return v.fName.equals(name); });
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SkASSERT(input != fEffect->inputs().end());
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return {this, *input};
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}
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void test(skiatest::Reporter* r, sk_sp<SkSurface> surface,
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uint32_t TL, uint32_t TR, uint32_t BL, uint32_t BR) {
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if (!fEffect) { return; }
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auto shader = fEffect->makeShader(fInputs, nullptr, 0, nullptr, false);
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if (!shader) {
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REPORT_FAILURE(r, "shader", SkString("Effect didn't produce a shader"));
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return;
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}
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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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surface->getCanvas()->drawPaint(paint);
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uint32_t actual[4];
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SkImageInfo info = surface->imageInfo();
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if (!surface->readPixels(info, actual, info.minRowBytes(), 0, 0)) {
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REPORT_FAILURE(r, "readPixels", SkString("readPixels failed"));
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return;
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}
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uint32_t expected[4] = {TL, TR, BL, BR};
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if (memcmp(actual, expected, sizeof(actual)) != 0) {
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REPORT_FAILURE(r, "Runtime effect didn't match expectations",
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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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actual[3], fEffect->source().c_str()));
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}
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}
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void test(skiatest::Reporter* r, sk_sp<SkSurface> surface, uint32_t expected) {
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this->test(r, surface, expected, expected, expected, expected);
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}
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private:
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sk_sp<SkRuntimeEffect> fEffect;
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sk_sp<SkData> fInputs;
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};
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static void test_RuntimeEffect_Shaders(skiatest::Reporter* r, GrContext* context) {
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SkImageInfo info = SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
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sk_sp<SkSurface> surface;
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if (context) {
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surface = SkSurface::MakeRenderTarget(context, SkBudgeted::kNo, info);
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} else {
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surface = SkSurface::MakeRaster(info);
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}
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REPORTER_ASSERT(r, surface);
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TestEffect xy(r, "", "color = half4(half(x - 0.5), half(y - 0.5), 0, 1);");
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xy.test(r, surface, 0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
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// NOTE: For now, we always emit valid premul colors, until CPU and GPU agree on clamping
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TestEffect uniformColor(r, "uniform float4 gColor;", "color = half4(gColor);");
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uniformColor["gColor"] = std::array<float, 4>{ 0.0f, 0.25f, 0.75f, 1.0f };
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uniformColor.test(r, surface, 0xFFBF4000);
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uniformColor["gColor"] = std::array<float, 4>{ 0.75f, 0.25f, 0.0f, 1.0f };
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uniformColor.test(r, surface, 0xFF0040BF);
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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) {
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test_RuntimeEffect_Shaders(r, ctxInfo.grContext());
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}
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@ -83,7 +83,7 @@ bool SkSLSlide::rebuild() {
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if (effect->inputSize() > oldSize) {
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memset(fInputs.get() + oldSize, 0, effect->inputSize() - oldSize);
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}
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fChildren.resize_back(effect->fChildren.size());
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fChildren.resize_back(effect->children().count());
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for (auto& c : fChildren) {
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if (!c) {
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c = fShaders[0].second;
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@ -112,7 +112,7 @@ void SkSLSlide::draw(SkCanvas* canvas) {
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return;
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}
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for (const auto& v : fEffect->fInAndUniformVars) {
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for (const auto& v : fEffect->inputs()) {
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switch (v.fType) {
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case SkRuntimeEffect::Variable::Type::kBool:
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ImGui::Checkbox(v.fName.c_str(), (bool*)(fInputs.get() + v.fOffset));
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@ -154,7 +154,7 @@ void SkSLSlide::draw(SkCanvas* canvas) {
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}
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}
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for (const auto [i, name] : SkMakeEnumerate(fEffect->fChildren)) {
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for (const auto [i, name] : SkMakeEnumerate(fEffect->children())) {
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auto curShader = std::find_if(fShaders.begin(), fShaders.end(),
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[tgt = fChildren[i]](auto p) { return p.second == tgt; });
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SkASSERT(curShader!= fShaders.end());
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