/* * 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/SkTLazy.h" #include "src/gpu/GrColor.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'"); // 'marker' is only permitted on 'uniform' variables test("layout(marker=local_to_world) in float4x4 localToWorld;", "", "'uniform'"); // 'marker' is only permitted on float4x4 variables test("layout(marker=local_to_world) uniform float3x3 localToWorld;", "", "float4x4"); test("half missing();", "color.r = missing();", "undefined function"); // Shouldn't be possible to create an SkRuntimeEffect without "main" test("//", "", "main"); // Various places that shaders (fragmentProcessors) should not be allowed test("", "shader child;", "must be global"); test("in shader child; half4 helper(shader fp) { return sample(fp); }", "color = helper(child);", "parameter"); test("in shader child; shader get_child() { return child; }", "color = sample(get_child());", "return"); test("in shader child;", "color = sample(shader(child));", "construct"); test("in shader child1; in shader child2;", "color = sample(p.x > 10 ? child1 : child2);", "expression"); } DEF_TEST(SkRuntimeEffectInvalidColorFilters, r) { auto test = [r](const char* sksl) { auto [effect, errorText] = SkRuntimeEffect::Make(SkString(sksl)); REPORTER_ASSERT(r, effect); sk_sp inputs = SkData::MakeUninitialized(effect->inputSize()); REPORTER_ASSERT(r, effect->makeShader(inputs, nullptr, 0, nullptr, false)); REPORTER_ASSERT(r, !effect->makeColorFilter(inputs)); }; // Runtime effects that use sample coords or sk_FragCoord are valid shaders, // but not valid color filters test("void main(float2 p, inout half4 color) { color.rg = half2(p); }"); test("void main(float2 p, inout half4 color) { color.rg = half2(sk_FragCoord.xy); }"); // We also can't use layout(marker), which would give the runtime color filter CTM information test("layout(marker=ctm) uniform float4x4 ctm;" "void main(float2 p, inout half4 color) { color.r = half(ctm[0][0]); }"); } class TestEffect { public: TestEffect(skiatest::Reporter* r, sk_sp 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 }", header, body); auto[effect, errorText] = SkRuntimeEffect::Make(src); if (!effect) { REPORT_FAILURE(fReporter, "effect", SkStringPrintf("Effect didn't compile: %s", errorText.c_str())); return; } fBuilder.init(std::move(effect)); } SkRuntimeShaderBuilder::BuilderInput input(const char* name) { return fBuilder->input(name); } SkRuntimeShaderBuilder::BuilderChild child(const char* name) { return fBuilder->child(name); } using PreTestFn = std::function; 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 (memcmp(actual, expected, sizeof(actual)) != 0) { 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->fEffect->source().c_str())); } } void test(GrColor expected, PreTestFn preTestCallback = nullptr) { this->test(expected, expected, expected, expected, preTestCallback); } private: skiatest::Reporter* fReporter; sk_sp fSurface; SkTLazy fBuilder; }; // Produces a 2x2 bitmap shader, with opaque colors: // [ Red, Green ] // [ Blue, White ] static sk_sp 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, GrRecordingContext* rContext) { SkImageInfo info = SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType); sk_sp surface = rContext ? SkSurface::MakeRenderTarget(rContext, SkBudgeted::kNo, info) : SkSurface::MakeRaster(info); REPORTER_ASSERT(r, surface); TestEffect effect(r, surface); using float4 = std::array; // Local coords effect.build("", "color = 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;", "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); // 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{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); // '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); // 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); }); // // Sampling children // // 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 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); // // 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; }", "float2 v = helper(p);" "color = 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()); }