/* * 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/SkAlphaType.h" #include "include/core/SkBlendMode.h" #include "include/core/SkCanvas.h" #include "include/core/SkColorType.h" #include "include/core/SkImageInfo.h" #include "include/core/SkPaint.h" #include "include/core/SkRefCnt.h" #include "include/core/SkShader.h" #include "include/core/SkString.h" #include "include/core/SkSurface.h" #include "include/core/SkTypes.h" #include "include/effects/SkRuntimeEffect.h" #include "include/gpu/GrDirectContext.h" #include "include/private/SkSLDefines.h" #include "include/sksl/DSL.h" #include "include/sksl/DSLCore.h" #include "include/sksl/DSLExpression.h" #include "include/sksl/DSLModifiers.h" #include "include/sksl/DSLRuntimeEffects.h" #include "include/sksl/DSLType.h" #include "include/sksl/DSLVar.h" #include "include/sksl/SkSLErrorReporter.h" #include "include/sksl/SkSLPosition.h" #include "src/core/SkRuntimeEffectPriv.h" #include "src/core/SkTLazy.h" #include "src/gpu/GrColor.h" #include "src/sksl/SkSLCompiler.h" #include "src/sksl/SkSLUtil.h" #include "tests/Test.h" #include "tools/gpu/GrContextFactory.h" #include #include #include #include #include #include class GrRecordingContext; using namespace SkSL::dsl; class DSLTestEffect { public: DSLTestEffect(skiatest::Reporter* r, sk_sp surface) : fReporter(r) , fCaps(SkSL::ShaderCapsFactory::Standalone()) , fCompiler(std::make_unique(fCaps.get())) , fSurface(std::move(surface)) {} void start() { StartRuntimeShader(fCompiler.get()); } void end(bool expectSuccess = true) { SkRuntimeEffect::Options options; SkRuntimeEffectPriv::EnableFragCoord(&options); sk_sp effect = EndRuntimeShader(options); REPORTER_ASSERT(fReporter, effect ? expectSuccess : !expectSuccess); if (effect) { fBuilder.init(std::move(effect)); } } SkRuntimeShaderBuilder::BuilderUniform uniform(std::string_view name) { return fBuilder->uniform(SkString(name).c_str()); } SkRuntimeShaderBuilder::BuilderChild child(std::string_view name) { return fBuilder->child(SkString(name).c_str()); } using PreTestFn = std::function; void test(GrColor TL, GrColor TR, GrColor BL, GrColor BR, PreTestFn preTestCallback = nullptr) { auto shader = fBuilder->makeShader(); 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 (0 != memcmp(actual, expected, sizeof(actual))) { 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->effect()->source().c_str())); } } void test(GrColor expected, PreTestFn preTestCallback = nullptr) { this->test(expected, expected, expected, expected, preTestCallback); } private: skiatest::Reporter* fReporter; std::unique_ptr fCaps; std::unique_ptr fCompiler; sk_sp fSurface; SkTLazy fBuilder; }; 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); using float4 = std::array; using int4 = std::array; DSLTestEffect effect(r, surface); // Local coords { effect.start(); Parameter p(kFloat2_Type, "p"); Function(kHalf4_Type, "main", p).define( Return(Half4(Half2(p - 0.5), 0, 1)) ); effect.end(); effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF); } // Use of a simple uniform. (Draw twice with two values to ensure it's updated). { effect.start(); GlobalVar gColor(kUniform_Modifier, kFloat4_Type); Declare(gColor); Parameter p(kFloat2_Type, "p"); Function(kHalf4_Type, "main", p).define( Return(Half4(gColor)) ); effect.end(); effect.uniform(SkString(gColor.name()).c_str()) = float4{ 0.0f, 0.25f, 0.75f, 1.0f }; effect.test(0xFFBF4000); effect.uniform(SkString(gColor.name()).c_str()) = float4{ 1.0f, 0.0f, 0.0f, 0.498f }; effect.test(0x7F0000FF); // Tests that we don't clamp to valid premul } // Same, with integer uniforms { effect.start(); GlobalVar gColor(kUniform_Modifier, kInt4_Type); Declare(gColor); Parameter p(kFloat2_Type, "p"); Function(kHalf4_Type, "main", p).define( Return(Half4(gColor) / 255) ); effect.end(); effect.uniform(SkString(gColor.name()).c_str()) = int4{ 0x00, 0x40, 0xBF, 0xFF }; effect.test(0xFFBF4000); effect.uniform(SkString(gColor.name()).c_str()) = int4{ 0xFF, 0x00, 0x00, 0x7F }; effect.test(0x7F0000FF); // Tests that we don't clamp to valid premul } // 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.start(); Parameter p(kFloat2_Type, "p"); Function(kHalf4_Type, "main", p).define( Return(Half4(0.498 * (Half2(Swizzle(sk_FragCoord(), X, Y)) - 0.5), 0, 1)) ); effect.end(); effect.test(0xFF000000, 0xFF00007F, 0xFF007F00, 0xFF007F7F, [](SkCanvas* canvas, SkPaint*) { canvas->rotate(45.0f); }); } // Runtime effects should use relaxed precision rules by default { effect.start(); Parameter p(kFloat2_Type, "p"); Function(kHalf4_Type, "main", p).define( Return(Float4(p - 0.5, 0, 1)) ); effect.end(); effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF); } // ... and support *returning* float4, not just half4 { effect.start(); Parameter p(kFloat2_Type, "p"); Function(kFloat4_Type, "main", p).define( Return(Float4(p - 0.5, 0, 1)) ); effect.end(); effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF); } // Test error reporting. We put this before a couple of successful tests to ensure that a // failure doesn't leave us in a broken state. { class SimpleErrorReporter : public SkSL::ErrorReporter { public: void handleError(std::string_view msg, SkSL::Position pos) override { fMsg += msg; } std::string fMsg; } errorReporter; // Test errors that occur while constructing DSL nodes effect.start(); SetErrorReporter(&errorReporter); Parameter p(kFloat2_Type, "p"); Function(kHalf4_Type, "main", p).define( Return(1) // Error, type mismatch ); effect.end(false); REPORTER_ASSERT(r, errorReporter.fMsg == "expected 'half4', but found 'int'"); errorReporter.fMsg = ""; errorReporter.resetErrorCount(); // Test errors that occur while finalizing the runtime effect effect.start(); SetErrorReporter(&errorReporter); effect.end(false); REPORTER_ASSERT(r, errorReporter.fMsg == "missing 'main' function"); } // Mutating coords should work. (skbug.com/10918) { effect.start(); Parameter p(kFloat2_Type, "p"); Function(kFloat4_Type, "main", p).define( p -= 0.5, Return(Float4(p, 0, 1)) ); effect.end(); effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF); } { effect.start(); Parameter p1(kInOut_Modifier, kFloat2_Type, "p"); Function moveCoords(kVoid_Type, "moveCoords", p1); moveCoords.define( p1 -= 0.5 ); Parameter p2(kFloat2_Type, "p"); Function(kFloat4_Type, "main", p2).define( moveCoords(p2), Return(Float4(p2, 0, 1)) ); effect.end(); effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF); } // // Sampling children // // Sampling a null child should return the paint color { effect.start(); GlobalVar child(kUniform_Modifier, kShader_Type, "child"); Declare(child); Parameter p2(kFloat2_Type, "p"); Function(kFloat4_Type, "main", p2).define( Return(child.eval(p2)) ); effect.end(); effect.child(child.name()) = nullptr; effect.test(0xFF00FFFF, [](SkCanvas*, SkPaint* paint) { paint->setColor4f({1.0f, 1.0f, 0.0f, 1.0f}); }); } } DEF_TEST(DSLRuntimeEffectSimple, r) { test_RuntimeEffect_Shaders(r, nullptr); } DEF_GPUTEST_FOR_RENDERING_CONTEXTS(DSLRuntimeEffectSimple_GPU, r, ctxInfo) { test_RuntimeEffect_Shaders(r, ctxInfo.directContext()); }