/* * 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 "include/sksl/DSLRuntimeEffects.h" #include "src/core/SkTLazy.h" #include "src/gpu/GrColor.h" #include "src/sksl/SkSLCompiler.h" #include "tests/Test.h" #include #include 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() { sk_sp effect = EndRuntimeShader(); SkASSERT(effect); 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; SkSL::ShaderCapsPointer 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(); Var 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(); Var gColor(kUniform_Modifier, kFloat4_Type); Function(kHalf4_Type, "main").define( Return(Half4(gColor)) ); effect.end(); effect.uniform(gColor.name()) = float4{ 0.0f, 0.25f, 0.75f, 1.0f }; effect.test(0xFFBF4000); effect.uniform(gColor.name()) = float4{ 1.0f, 0.0f, 0.0f, 0.498f }; effect.test(0x7F00007F); // Tests that we clamp to valid premul } // Same, with integer uniforms { effect.start(); Var gColor(kUniform_Modifier, kInt4_Type); Function(kHalf4_Type, "main").define( Return(Half4(gColor) / 255) ); effect.end(); effect.uniform(gColor.name()) = int4{ 0x00, 0x40, 0xBF, 0xFF }; effect.test(0xFFBF4000); effect.uniform(gColor.name()) = 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.start(); Function(kHalf4_Type, "main").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(); Var 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(); Var 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); } // Mutating coords should work. (skbug.com/10918) { effect.start(); Var 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(); Var p1(kInOut_Modifier, kFloat2_Type, "p"); Function moveCoords(kVoid_Type, "moveCoords", p1); moveCoords.define( p1 -= 0.5 ); Var 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(); Var child(kUniform_Modifier, kShader_Type, "child"); Function(kFloat4_Type, "main").define( Return(Sample(child)) ); effect.end(); effect.child("child") = 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()); }