/* * 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 #include DEF_TEST(SkRuntimeEffectInvalid, r) { auto test = [r](const char* src, const char* expected) { auto[effect, errorText] = SkRuntimeEffect::Make(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() { return half4(0); }" // 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;" EMPTY_MAIN, "key"); test("in uniform float Input;" EMPTY_MAIN, "in uniform"); test("layout(ctype=SkRect) float4 Input;" EMPTY_MAIN, "ctype"); test("in bool Flag; layout(when=Flag) uniform float Input;" EMPTY_MAIN, "when"); test("layout(tracked) uniform float Input;" EMPTY_MAIN, "tracked"); // GLSL types like sampler2D and texture2D are not allowed anywhere: test("uniform sampler2D s;" EMPTY_MAIN, "no type named 'sampler2D'"); test("uniform texture2D s;" EMPTY_MAIN, "no type named 'texture2D'"); // Runtime SkSL supports a limited set of uniform types. No bool, or int, for example: test("uniform bool b;" EMPTY_MAIN, "uniform"); test("uniform int i;" EMPTY_MAIN, "uniform"); // 'in' variables aren't allowed at all: test("in bool b;" EMPTY_MAIN, "'in'"); test("in float f;" EMPTY_MAIN, "'in'"); test("in float2 v;" EMPTY_MAIN, "'in'"); test("in half3x3 m;" EMPTY_MAIN, "'in'"); // 'marker' is only permitted on float4x4 uniforms test("layout(marker=local_to_world) uniform float3x3 localToWorld;" EMPTY_MAIN, "float4x4"); test("half4 missing(); half4 main() { return 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("half4 main() { shader child; return sample(child); }", "must be global"); test("uniform shader child; half4 helper(shader fp) { return sample(fp); }" "half4 main() { return helper(child); }", "parameter"); test("uniform shader child; shader get_child() { return child; }" "half4 main() { return sample(get_child()); }", "return"); test("uniform shader child;" "half4 main() { return sample(shader(child)); }", "construct"); test("uniform shader child1; uniform shader child2;" "half4 main(float2 p) { return sample(p.x > 10 ? child1 : child2); }", "expression"); // sk_Caps is an internal system. It should not be visible to runtime effects test("half4 main() { return sk_Caps.integerSupport ? half4(1) : half4(0); }", "unknown identifier 'sk_Caps'"); // Errors that aren't caught until later in the compilation process (during optimize()) test("half4 main() { return half4(1); return half4(0); }", "unreachable"); test("half4 badFunc() {}" "half4 main() { return badFunc(); }", "without returning"); } DEF_TEST(SkRuntimeEffectInvalidColorFilters, r) { auto test = [r](const char* sksl) { auto [effect, errorText] = SkRuntimeEffect::Make(SkString(sksl)); REPORTER_ASSERT(r, effect); sk_sp uniforms = SkData::MakeUninitialized(effect->uniformSize()); REPORTER_ASSERT(r, effect->makeShader(uniforms, nullptr, 0, nullptr, false)); REPORTER_ASSERT(r, !effect->makeColorFilter(uniforms)); }; // Runtime effects that use sample coords or sk_FragCoord are valid shaders, // but not valid color filters test("half4 main(float2 p) { return half2(p).xy01; }"); test("half4 main(float2 p) { return half2(sk_FragCoord.xy).xy01; }"); // We also can't use layout(marker), which would give the runtime color filter CTM information test("layout(marker=ctm) uniform float4x4 ctm;" "half4 main(float2 p) { return half4(half(ctm[0][0]), 0, 0, 1); }"); } 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::Make(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(); } 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("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() { 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 // 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() { 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 GLSL type names effect.build("half4 main(float2 p) { return vec4(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() { return 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("uniform shader child;" "half4 main() { return sample(child); }"); 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); // Sampling with a matrix (again, reflecting about the diagonal) effect.build("uniform shader child;" "half4 main() { return sample(child, float3x3(0, 1, 0, 1, 0, 0, 0, 0, 1)); }"); effect.child("child") = rgbwShader; effect.test(0xFF0000FF, 0xFFFF0000, 0xFF00FF00, 0xFFFFFFFF); // Legacy behavior - shaders can be declared 'in' rather than 'uniform' effect.build("in shader child;" "half4 main() { return sample(child); }"); effect.child("child") = rgbwShader; effect.test(0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 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() { return half4(x); } )"; sk_sp effect = std::get<0>(SkRuntimeEffect::Make(SkString(kSource))); 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(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() { return sk_FragCoord.xyxy; }"; std::thread threads[16]; for (auto& thread : threads) { thread = std::thread([r]() { auto [effect, error] = SkRuntimeEffect::Make(SkString(kSource)); REPORTER_ASSERT(r, effect); }); } for (auto& thread : threads) { thread.join(); } }