/* * 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/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 "tests/Test.h" #include DEF_TEST(SkRuntimeEffectInvalid, r) { auto test = [r](const char* hdr, const char* body, const char* expected) { SkString src = SkStringPrintf("%s void main(float2 p, inout half4 color) { %s }", hdr, body); auto[effect, errorText] = SkRuntimeEffect::Make(src); REPORTER_ASSERT(r, !effect); REPORTER_ASSERT(r, errorText.contains(expected), "Expected error message to contain \"%s\". Actual message: \"%s\"", expected, errorText.c_str()); }; // Features that are only allowed in .fp files (key, in uniform, ctype, when, tracked). // Ensure that these fail, and the error messages contain the relevant keyword. test("layout(key) in bool Input;", "", "key"); test("in uniform float Input;", "", "in uniform"); test("layout(ctype=SkRect) float4 Input;", "", "ctype"); test("in bool Flag; layout(when=Flag) uniform float Input;", "", "when"); test("layout(tracked) uniform float Input;", "", "tracked"); // Runtime SkSL supports a limited set of uniform types. No samplers, for example: test("uniform sampler2D s;", "", "sampler2D"); // 'in' variables can't be arrays test("in int Input[2];", "", "array"); // Type specific restrictions: // 'bool', 'int' can't be 'uniform' test("uniform bool Input;", "", "'uniform'"); test("uniform int Input;", "", "'uniform'"); // vector and matrix types can't be 'in' test("in float2 Input;", "", "'in'"); test("in half3x3 Input;", "", "'in'"); test("half missing();", "color.r = missing();", "undefined function"); } // Our packing rules and unit test code here relies on this: static_assert(sizeof(bool) == 1); class TestEffect { public: TestEffect(skiatest::Reporter* r, const char* hdr, const char* body) { SkString src = SkStringPrintf("%s void main(float2 p, inout half4 color) { %s }", hdr, body); auto[effect, errorText] = SkRuntimeEffect::Make(src); if (!effect) { REPORT_FAILURE(r, "effect", SkStringPrintf("Effect didn't compile: %s", errorText.c_str())); return; } fBuilder.init(std::move(effect)); } SkRuntimeShaderBuilder::BuilderInput operator[](const char* name) { return fBuilder->input(name); } void test(skiatest::Reporter* r, sk_sp surface, uint32_t TL, uint32_t TR, uint32_t BL, uint32_t BR, SkScalar rotate = 0.0f) { auto shader = fBuilder->makeShader(nullptr, false); if (!shader) { REPORT_FAILURE(r, "shader", SkString("Effect didn't produce a shader")); return; } 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")); return; } uint32_t expected[4] = {TL, TR, BL, BR}; if (memcmp(actual, expected, sizeof(actual)) != 0) { REPORT_FAILURE(r, "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->fEffect->source().c_str())); } } void test(skiatest::Reporter* r, sk_sp surface, uint32_t expected) { this->test(r, surface, expected, expected, expected, expected); } private: SkTLazy fBuilder; }; static void test_RuntimeEffect_Shaders(skiatest::Reporter* r, GrContext* context) { SkImageInfo info = SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType); sk_sp surface; if (context) { surface = SkSurface::MakeRenderTarget(context, SkBudgeted::kNo, info); } else { surface = 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); using float4 = std::array; // 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);"); uniformColor["gColor"] = float4{ 0.0f, 0.25f, 0.75f, 1.0f }; uniformColor.test(r, surface, 0xFFBF4000); uniformColor["gColor"] = float4{ 0.75f, 0.25f, 0.0f, 1.0f }; uniformColor.test(r, surface, 0xFF0040BF); TestEffect pickColor(r, "in int flag; uniform half4 gColors[2];", "color = gColors[flag];"); pickColor["gColors"] = std::array{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); TestEffect inlineColor(r, "in half c;", "color = half4(c, c, c, 1);"); inlineColor["c"] = 0.498f; inlineColor.test(r, surface, 0xFF7F7F7F); // 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); } DEF_TEST(SkRuntimeEffectSimple, r) { test_RuntimeEffect_Shaders(r, nullptr); } DEF_GPUTEST_FOR_RENDERING_CONTEXTS(SkRuntimeEffectSimple_GPU, r, ctxInfo) { test_RuntimeEffect_Shaders(r, ctxInfo.directContext()); }