/* * 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/SkColorSpacePriv.h" #include "src/core/SkRuntimeEffectPriv.h" #include "src/core/SkTLazy.h" #include "src/gpu/GrColor.h" #include "src/gpu/GrFragmentProcessor.h" #include "tests/Test.h" #include #include void test_invalid_effect(skiatest::Reporter* r, const char* src, const char* expected) { auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(src)); REPORTER_ASSERT(r, !effect); REPORTER_ASSERT(r, errorText.contains(expected), "Expected error message to contain \"%s\". Actual message: \"%s\"", expected, errorText.c_str()); }; #define EMPTY_MAIN "half4 main(float2 p) { return half4(0); }" DEF_TEST(SkRuntimeEffectInvalid_FPOnly, r) { // 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_invalid_effect(r, "layout(key) in bool Input;" EMPTY_MAIN, "key"); test_invalid_effect(r, "in uniform float Input;" EMPTY_MAIN, "in uniform"); test_invalid_effect(r, "layout(ctype=SkRect) float4 Input;" EMPTY_MAIN, "ctype"); test_invalid_effect(r, "in bool Flag; " "layout(when=Flag) uniform float Input;" EMPTY_MAIN, "when"); test_invalid_effect(r, "layout(tracked) uniform float Input;" EMPTY_MAIN, "tracked"); } DEF_TEST(SkRuntimeEffectInvalid_LimitedUniformTypes, r) { // Runtime SkSL supports a limited set of uniform types. No bool, for example: test_invalid_effect(r, "uniform bool b;" EMPTY_MAIN, "uniform"); } DEF_TEST(SkRuntimeEffectInvalid_NoInVariables, r) { // 'in' variables aren't allowed at all: test_invalid_effect(r, "in bool b;" EMPTY_MAIN, "'in'"); test_invalid_effect(r, "in float f;" EMPTY_MAIN, "'in'"); test_invalid_effect(r, "in float2 v;" EMPTY_MAIN, "'in'"); test_invalid_effect(r, "in half3x3 m;" EMPTY_MAIN, "'in'"); } DEF_TEST(SkRuntimeEffectInvalid_UndefinedFunction, r) { test_invalid_effect(r, "half4 missing(); half4 main(float2 p) { return missing(); }", "undefined function"); } DEF_TEST(SkRuntimeEffectInvalid_UndefinedMain, r) { // Shouldn't be possible to create an SkRuntimeEffect without "main" test_invalid_effect(r, "", "main"); } DEF_TEST(SkRuntimeEffectInvalid_SkCapsDisallowed, r) { // sk_Caps is an internal system. It should not be visible to runtime effects test_invalid_effect( r, "half4 main(float2 p) { return sk_Caps.integerSupport ? half4(1) : half4(0); }", "unknown identifier 'sk_Caps'"); } DEF_TEST(SkRuntimeEffectCanDisableES2Restrictions, r) { auto test_valid_es3 = [](skiatest::Reporter* r, const char* sksl) { SkRuntimeEffect::Options opt; opt.enforceES2Restrictions = false; auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(sksl), opt); REPORTER_ASSERT(r, effect, "%s", errorText.c_str()); }; test_invalid_effect(r, "float f[2] = float[2](0, 1);" EMPTY_MAIN, "construction of array type"); test_valid_es3 (r, "float f[2] = float[2](0, 1);" EMPTY_MAIN); } DEF_TEST(SkRuntimeEffectForColorFilter, r) { // Tests that the color filter factory rejects or accepts certain SkSL constructs auto test_valid = [r](const char* sksl) { auto [effect, errorText] = SkRuntimeEffect::MakeForColorFilter(SkString(sksl)); REPORTER_ASSERT(r, effect, "%s", errorText.c_str()); }; auto test_invalid = [r](const char* sksl, const char* expected) { auto [effect, errorText] = SkRuntimeEffect::MakeForColorFilter(SkString(sksl)); REPORTER_ASSERT(r, !effect); REPORTER_ASSERT(r, errorText.contains(expected), "Expected error message to contain \"%s\". Actual message: \"%s\"", expected, errorText.c_str()); }; // Color filters must use the 'half4 main(half4)' signature. Either color can be float4/vec4 test_valid("half4 main(half4 c) { return c; }"); test_valid("float4 main(half4 c) { return c; }"); test_valid("half4 main(float4 c) { return c; }"); test_valid("float4 main(float4 c) { return c; }"); test_valid("vec4 main(half4 c) { return c; }"); test_valid("half4 main(vec4 c) { return c; }"); test_valid("vec4 main(vec4 c) { return c; }"); // Invalid return types test_invalid("void main(half4 c) {}", "'main' must return"); test_invalid("half3 main(half4 c) { return c.rgb; }", "'main' must return"); // Invalid argument types (some are valid as shaders, but not color filters) test_invalid("half4 main() { return half4(1); }", "'main' parameter"); test_invalid("half4 main(float2 p) { return half4(1); }", "'main' parameter"); test_invalid("half4 main(float2 p, half4 c) { return c; }", "'main' parameter"); // sk_FragCoord should not be available test_invalid("half4 main(half4 c) { return sk_FragCoord.xy01; }", "unknown identifier"); // Sampling a child shader requires that we pass explicit coords test_valid("uniform shader child;" "half4 main(half4 c) { return sample(child, c.rg); }"); // Trying to pass a color as well. (Works internally with FPs, but not in runtime effects). test_invalid("uniform shader child;" "half4 main(half4 c) { return sample(child, c.rg, c); }", "no match for sample(shader, half2, half4)"); // Shader with just a color test_invalid("uniform shader child;" "half4 main(half4 c) { return sample(child, c); }", "no match for sample(shader, half4)"); // Coords and color in a differet order test_invalid("uniform shader child;" "half4 main(half4 c) { return sample(child, c, c.rg); }", "no match for sample(shader, half4, half2)"); // Older variants that are no longer allowed test_invalid( "uniform shader child;" "half4 main(half4 c) { return sample(child); }", "no match for sample(shader)"); test_invalid( "uniform shader child;" "half4 main(half4 c) { return sample(child, float3x3(1)); }", "no match for sample(shader, float3x3)"); // Sampling a colorFilter requires a color. No other signatures are valid. test_valid("uniform colorFilter child;" "half4 main(half4 c) { return sample(child, c); }"); test_invalid("uniform colorFilter child;" "half4 main(half4 c) { return sample(child); }", "sample(colorFilter)"); test_invalid("uniform colorFilter child;" "half4 main(half4 c) { return sample(child, c.rg); }", "sample(colorFilter, half2)"); test_invalid("uniform colorFilter child;" "half4 main(half4 c) { return sample(child, c.rg, c); }", "sample(colorFilter, half2, half4)"); } DEF_TEST(SkRuntimeEffectForShader, r) { // Tests that the shader factory rejects or accepts certain SkSL constructs auto test_valid = [r](const char* sksl) { auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(sksl)); REPORTER_ASSERT(r, effect, "%s", errorText.c_str()); }; auto test_invalid = [r](const char* sksl, const char* expected) { auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(sksl)); REPORTER_ASSERT(r, !effect); REPORTER_ASSERT(r, errorText.contains(expected), "Expected error message to contain \"%s\". Actual message: \"%s\"", expected, errorText.c_str()); }; // Shaders must use either the 'half4 main(float2)' or 'half4 main(float2, half4)' signature // Either color can be half4/float4/vec4, but the coords must be float2/vec2 test_valid("half4 main(float2 p) { return p.xyxy; }"); test_valid("float4 main(float2 p) { return p.xyxy; }"); test_valid("vec4 main(float2 p) { return p.xyxy; }"); test_valid("half4 main(vec2 p) { return p.xyxy; }"); test_valid("vec4 main(vec2 p) { return p.xyxy; }"); test_valid("half4 main(float2 p, half4 c) { return c; }"); test_valid("half4 main(float2 p, float4 c) { return c; }"); test_valid("half4 main(float2 p, vec4 c) { return c; }"); test_valid("float4 main(float2 p, half4 c) { return c; }"); test_valid("vec4 main(float2 p, half4 c) { return c; }"); test_valid("vec4 main(vec2 p, vec4 c) { return c; }"); // Invalid return types test_invalid("void main(float2 p) {}", "'main' must return"); test_invalid("half3 main(float2 p) { return p.xy1; }", "'main' must return"); // Invalid argument types (some are valid as color filters, but not shaders) test_invalid("half4 main() { return half4(1); }", "'main' parameter"); test_invalid("half4 main(half4 c) { return c; }", "'main' parameter"); // sk_FragCoord should be available test_valid("half4 main(float2 p) { return sk_FragCoord.xy01; }"); // Sampling a child shader requires that we pass explicit coords test_valid("uniform shader child;" "half4 main(float2 p) { return sample(child, p); }"); // Trying to pass a color as well. (Works internally with FPs, but not in runtime effects). test_invalid("uniform shader child;" "half4 main(float2 p, half4 c) { return sample(child, p, c); }", "no match for sample(shader, float2, half4)"); // Shader with just a color test_invalid("uniform shader child;" "half4 main(float2 p, half4 c) { return sample(child, c); }", "no match for sample(shader, half4)"); // Coords and color in a different order test_invalid("uniform shader child;" "half4 main(float2 p, half4 c) { return sample(child, c, p); }", "no match for sample(shader, half4, float2)"); // Older variants that are no longer allowed test_invalid( "uniform shader child;" "half4 main(float2 p) { return sample(child); }", "no match for sample(shader)"); test_invalid( "uniform shader child;" "half4 main(float2 p) { return sample(child, float3x3(1)); }", "no match for sample(shader, float3x3)"); // Sampling a colorFilter requires a color. No other signatures are valid. test_valid("uniform colorFilter child;" "half4 main(float2 p, half4 c) { return sample(child, c); }"); test_invalid("uniform colorFilter child;" "half4 main(float2 p) { return sample(child); }", "sample(colorFilter)"); test_invalid("uniform colorFilter child;" "half4 main(float2 p) { return sample(child, p); }", "sample(colorFilter, float2)"); test_invalid("uniform colorFilter child;" "half4 main(float2 p, half4 c) { return sample(child, p, c); }", "sample(colorFilter, float2, half4)"); } class TestEffect { public: TestEffect(skiatest::Reporter* r, sk_sp surface) : fReporter(r), fSurface(std::move(surface)) {} void build(const char* src) { auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(src)); if (!effect) { REPORT_FAILURE(fReporter, "effect", SkStringPrintf("Effect didn't compile: %s", errorText.c_str())); return; } fBuilder.init(std::move(effect)); } SkRuntimeShaderBuilder::BuilderUniform uniform(const char* name) { return fBuilder->uniform(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 (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; 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(SkSamplingOptions()); } 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; using int4 = std::array; // Local coords effect.build("half4 main(float2 p) { return 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; half4 main(float2 p) { return half4(gColor); }"); effect.uniform("gColor") = float4{ 0.0f, 0.25f, 0.75f, 1.0f }; effect.test(0xFFBF4000); effect.uniform("gColor") = float4{ 1.0f, 0.0f, 0.0f, 0.498f }; effect.test(0x7F00007F); // Tests that we clamp to valid premul // Same, with integer uniforms effect.build("uniform int4 gColor; half4 main(float2 p) { return half4(gColor) / 255.0; }"); effect.uniform("gColor") = int4{ 0x00, 0x40, 0xBF, 0xFF }; effect.test(0xFFBF4000); effect.uniform("gColor") = int4{ 0xFF, 0x00, 0x00, 0x7F }; effect.test(0x7F00007F); // Tests that we 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.build( "half4 main(float2 p) { return half4(0.498 * (half2(sk_FragCoord.xy) - 0.5), 0, 1); }"); effect.test(0xFF000000, 0xFF00007F, 0xFF007F00, 0xFF007F7F, [](SkCanvas* canvas, SkPaint*) { canvas->rotate(45.0f); }); // Runtime effects should use relaxed precision rules by default effect.build("half4 main(float2 p) { return float4(p - 0.5, 0, 1); }"); effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF); // ... and support *returning* float4 (aka vec4), not just half4 effect.build("float4 main(float2 p) { return float4(p - 0.5, 0, 1); }"); effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF); effect.build("vec4 main(float2 p) { return float4(p - 0.5, 0, 1); }"); effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF); // Mutating coords should work. (skbug.com/10918) effect.build("vec4 main(vec2 p) { p -= 0.5; return vec4(p, 0, 1); }"); effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF); effect.build("void moveCoords(inout vec2 p) { p -= 0.5; }" "vec4 main(vec2 p) { moveCoords(p); return vec4(p, 0, 1); }"); effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF); // // Sampling children // // Sampling a null child should return the paint color effect.build("uniform shader child;" "half4 main(float2 p) { return sample(child, p); }"); 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 effect.build("uniform shader child;" "half4 main(float2 p) { return sample(child, p); }"); effect.child("child") = rgbwShader; effect.test(0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 0xFFFFFFFF); // Sampling with explicit coordinates (reflecting about the diagonal) effect.build("uniform shader child;" "half4 main(float2 p) { return sample(child, p.yx); }"); 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; }" "half4 main(float2 p) { float2 v = helper(p); return 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()); } DEF_TEST(SkRuntimeShaderBuilderReuse, r) { const char* kSource = R"( uniform half x; half4 main(float2 p) { return half4(x); } )"; sk_sp effect = SkRuntimeEffect::MakeForShader(SkString(kSource)).effect; REPORTER_ASSERT(r, effect); // Test passes if this sequence doesn't assert. skbug.com/10667 SkRuntimeShaderBuilder b(std::move(effect)); b.uniform("x") = 0.0f; auto shader_0 = b.makeShader(nullptr, false); b.uniform("x") = 1.0f; auto shader_1 = b.makeShader(nullptr, true); } DEF_TEST(SkRuntimeShaderBuilderSetUniforms, r) { const char* kSource = R"( uniform half x; uniform vec2 offset; half4 main(float2 p) { return half4(x); } )"; sk_sp effect = SkRuntimeEffect::MakeForShader(SkString(kSource)).effect; REPORTER_ASSERT(r, effect); SkRuntimeShaderBuilder b(std::move(effect)); // Test passes if this sequence doesn't assert. float x = 1.0f; REPORTER_ASSERT(r, b.uniform("x").set(&x, 1)); // add extra value to ensure that set doesn't try to use sizeof(array) float origin[] = { 2.0f, 3.0f, 4.0f }; REPORTER_ASSERT(r, b.uniform("offset").set(origin, 2)); #ifndef SK_DEBUG REPORTER_ASSERT(r, !b.uniform("offset").set(origin, 1)); REPORTER_ASSERT(r, !b.uniform("offset").set(origin, 3)); #endif auto shader = b.makeShader(nullptr, false); } DEF_TEST(SkRuntimeEffectThreaded, r) { // SkRuntimeEffect uses a single compiler instance, but it's mutex locked. // This tests that we can safely use it from more than one thread, and also // that programs don't refer to shared structures owned by the compiler. // skbug.com/10589 static constexpr char kSource[] = "half4 main(float2 p) { return sk_FragCoord.xyxy; }"; std::thread threads[16]; for (auto& thread : threads) { thread = std::thread([r]() { auto [effect, error] = SkRuntimeEffect::MakeForShader(SkString(kSource)); REPORTER_ASSERT(r, effect); }); } for (auto& thread : threads) { thread.join(); } } DEF_TEST(SkRuntimeColorFilterSingleColor, r) { // Test runtime colorfilters support filterColor4f(). auto [effect, err] = SkRuntimeEffect::MakeForColorFilter(SkString{"half4 main(half4 c) { return c*c; }"}); REPORTER_ASSERT(r, effect); REPORTER_ASSERT(r, err.isEmpty()); sk_sp cf = effect->makeColorFilter(SkData::MakeEmpty()); REPORTER_ASSERT(r, cf); SkColor4f c = cf->filterColor4f({0.25, 0.5, 0.75, 1.0}, sk_srgb_singleton(), sk_srgb_singleton()); REPORTER_ASSERT(r, c.fR == 0.0625f); REPORTER_ASSERT(r, c.fG == 0.25f); REPORTER_ASSERT(r, c.fB == 0.5625f); REPORTER_ASSERT(r, c.fA == 1.0f); } static void test_RuntimeEffectStructNameReuse(skiatest::Reporter* r, GrRecordingContext* rContext) { // Test that two different runtime effects can reuse struct names in a single paint operation auto [childEffect, err] = SkRuntimeEffect::MakeForShader(SkString( "uniform shader paint;" "struct S { half4 rgba; };" "void process(inout S s) { s.rgba.rgb *= 0.5; }" "half4 main(float2 p) { S s; s.rgba = sample(paint, p); process(s); return s.rgba; }" )); REPORTER_ASSERT(r, childEffect, "%s\n", err.c_str()); sk_sp nullChild = nullptr; sk_sp child = childEffect->makeShader(/*uniforms=*/nullptr, &nullChild, /*childCount=*/1, /*localMatrix=*/nullptr, /*isOpaque=*/false); 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); effect.build( "uniform shader child;" "struct S { float2 coord; };" "void process(inout S s) { s.coord = s.coord.yx; }" "half4 main(float2 p) { S s; s.coord = p; process(s); return sample(child, s.coord); " "}"); effect.child("child") = child; effect.test(0xFF00407F, [](SkCanvas*, SkPaint* paint) { paint->setColor4f({0.99608f, 0.50196f, 0.0f, 1.0f}); }); } DEF_TEST(SkRuntimeStructNameReuse, r) { test_RuntimeEffectStructNameReuse(r, nullptr); } DEF_GPUTEST_FOR_RENDERING_CONTEXTS(SkRuntimeStructNameReuse_GPU, r, ctxInfo) { test_RuntimeEffectStructNameReuse(r, ctxInfo.directContext()); } DEF_TEST(SkRuntimeColorFilterFlags, r) { { // Here's a non-trivial filter that doesn't change alpha. auto [effect, err] = SkRuntimeEffect::MakeForColorFilter(SkString{ "half4 main(half4 color) { return color + half4(1,1,1,0); }"}); REPORTER_ASSERT(r, effect && err.isEmpty()); sk_sp filter = effect->makeColorFilter(SkData::MakeEmpty()); REPORTER_ASSERT(r, filter && filter->isAlphaUnchanged()); } { // Here's one that definitely changes alpha. auto [effect, err] = SkRuntimeEffect::MakeForColorFilter(SkString{ "half4 main(half4 color) { return color + half4(0,0,0,4); }"}); REPORTER_ASSERT(r, effect && err.isEmpty()); sk_sp filter = effect->makeColorFilter(SkData::MakeEmpty()); REPORTER_ASSERT(r, filter && !filter->isAlphaUnchanged()); } } DEF_TEST(SkRuntimeShaderSampleUsage, r) { auto test = [&](const char* src, bool expectExplicit) { auto [effect, err] = SkRuntimeEffect::MakeForShader(SkStringPrintf("uniform shader child; %s", src)); REPORTER_ASSERT(r, effect); auto child = GrFragmentProcessor::MakeColor({ 1, 1, 1, 1 }); auto fp = effect->makeFP(nullptr, &child, 1); REPORTER_ASSERT(r, fp); REPORTER_ASSERT(r, fp->childProcessor(0)->isSampledWithExplicitCoords() == expectExplicit); }; // This test verifies that we detect calls to sample where the coords are the same as those // passed to main. In those cases, it's safe to turn the "explicit" sampling into "passthrough" // sampling. This optimization is implemented very conservatively. // Cases where our optimization is valid, and works: // Direct use of passed-in coords test("half4 main(float2 xy) { return sample(child, xy); }", false); // Sample with passed-in coords, read (but don't write) sample coords elsewhere test("half4 main(float2 xy) { return sample(child, xy) + sin(xy.x); }", false); // Cases where our optimization is not valid, and does not happen: // Sampling with values completely unrelated to passed-in coords test("half4 main(float2 xy) { return sample(child, float2(0, 0)); }", true); // Use of expression involving passed in coords test("half4 main(float2 xy) { return sample(child, xy * 0.5); }", true); // Use of coords after modification test("half4 main(float2 xy) { xy *= 2; return sample(child, xy); }", true); // Use of coords after modification via out-param call test("void adjust(inout float2 xy) { xy *= 2; }" "half4 main(float2 xy) { adjust(xy); return sample(child, xy); }", true); // There should (must) not be any false-positive cases. There are false-negatives. // In all of these cases, our optimization would be valid, but does not happen: // Direct use of passed-in coords, modified after use test("half4 main(float2 xy) { half4 c = sample(child, xy); xy *= 2; return c; }", true); // Passed-in coords copied to a temp variable test("half4 main(float2 xy) { float2 p = xy; return sample(child, p); }", true); // Use of coords passed to helper function test("half4 helper(float2 xy) { return sample(child, xy); }" "half4 main(float2 xy) { return helper(xy); }", true); }