01a9dc1378
This removes the use of the dubious void* 'srcs' array. Bug: skia:12701 Change-Id: I5078d48c119d4e84e83a78b10d0bd4a9a1d8cd8c Reviewed-on: https://skia-review.googlesource.com/c/skia/+/527777 Reviewed-by: Jim Van Verth <jvanverth@google.com> Commit-Queue: Robert Phillips <robertphillips@google.com>
415 lines
16 KiB
C++
415 lines
16 KiB
C++
/*
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* Copyright 2021 Google LLC
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "tests/Test.h"
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#include "experimental/graphite/include/Context.h"
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#include "experimental/graphite/include/Recorder.h"
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#include "experimental/graphite/include/mtl/MtlTypes.h"
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#include "experimental/graphite/src/Buffer.h"
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#include "experimental/graphite/src/Caps.h"
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#include "experimental/graphite/src/CommandBuffer.h"
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#include "experimental/graphite/src/ContextPriv.h"
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#include "experimental/graphite/src/DrawBufferManager.h"
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#include "experimental/graphite/src/DrawGeometry.h"
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#include "experimental/graphite/src/DrawWriter.h"
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#include "experimental/graphite/src/GlobalCache.h"
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#include "experimental/graphite/src/Gpu.h"
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#include "experimental/graphite/src/GraphicsPipeline.h"
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#include "experimental/graphite/src/RecorderPriv.h"
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#include "experimental/graphite/src/Renderer.h"
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#include "experimental/graphite/src/ResourceProvider.h"
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#include "experimental/graphite/src/Sampler.h"
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#include "experimental/graphite/src/Texture.h"
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#include "experimental/graphite/src/TextureProxy.h"
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#include "experimental/graphite/src/UniformManager.h"
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#include "experimental/graphite/src/geom/Shape.h"
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#include "experimental/graphite/src/geom/Transform_graphite.h"
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#include "src/core/SkKeyContext.h"
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#include "src/core/SkKeyHelpers.h"
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#include "src/core/SkShaderCodeDictionary.h"
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#include "src/core/SkUniformData.h"
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#if GRAPHITE_TEST_UTILS
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// set to 1 if you want to do GPU capture of the commandBuffer
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#define CAPTURE_COMMANDBUFFER 0
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#endif
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using namespace skgpu;
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namespace {
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const DepthStencilSettings kTestDepthStencilSettings = {
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// stencil
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{},
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{},
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0,
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true,
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// depth
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CompareOp::kAlways,
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true,
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false,
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};
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class UniformRectDraw final : public RenderStep {
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public:
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~UniformRectDraw() override {}
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static const RenderStep* Singleton() {
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static const UniformRectDraw kSingleton;
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return &kSingleton;
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}
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const char* vertexSkSL() const override {
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return "float2 tmpPosition = float2(float(sk_VertexID >> 1), float(sk_VertexID & 1));\n"
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"float4 devPosition = float4(tmpPosition * scale + translate, 0.0, 1.0);\n";
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}
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void writeVertices(DrawWriter* writer, const DrawGeometry&) const override {
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// The shape is upload via uniforms, so this just needs to record 4 data-less vertices
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writer->draw({}, 4);
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}
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void writeUniforms(const DrawGeometry& geom, SkPipelineDataGatherer* gatherer) const override {
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SkASSERT(geom.shape().isRect());
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#ifdef SK_DEBUG
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static constexpr int kNumRectUniforms = 2;
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static constexpr SkUniform kRectUniforms[kNumRectUniforms] = {
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{ "scale", SkSLType::kFloat2 },
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{ "translate", SkSLType::kFloat2 },
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};
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#endif
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// TODO: A << API for uniforms would be nice, particularly if it could take pre-computed
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// offsets for each uniform.
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skgpu::UniformManager mgr(gatherer->layout());
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SkDEBUGCODE(mgr.setExpectedUniforms(SkMakeSpan(kRectUniforms, kNumRectUniforms));)
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mgr.write(geom.shape().rect().size());
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mgr.write(geom.shape().rect().topLeft());
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SkDEBUGCODE(mgr.doneWithExpectedUniforms();)
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sk_sp<SkUniformData> result = mgr.createUniformData();
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gatherer->add(std::move(result));
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}
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private:
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UniformRectDraw() : RenderStep("UniformRectDraw", "test-only",
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Flags::kPerformsShading,
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/*uniforms=*/{{"scale", SkSLType::kFloat2},
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{"translate", SkSLType::kFloat2}},
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PrimitiveType::kTriangleStrip,
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{{},
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{},
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0,
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true,
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CompareOp::kAlways,
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false,
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false},
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/*vertexAttrs=*/{},
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/*instanceAttrs=*/{}) {}
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};
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class TriangleRectDraw final : public RenderStep {
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public:
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~TriangleRectDraw() override {}
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static const RenderStep* Singleton() {
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static const TriangleRectDraw kSingleton;
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return &kSingleton;
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}
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const char* vertexSkSL() const override {
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return "float4 devPosition = float4(position * scale + translate, 0.0, 1.0);\n";
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}
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void writeVertices(DrawWriter* writer, const DrawGeometry& geom) const override {
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const Shape& shape = geom.shape();
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DrawBufferManager* bufferMgr = writer->bufferManager();
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auto [vertexWriter, vertices] = bufferMgr->getVertexWriter(4 * this->vertexStride());
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vertexWriter << 0.5f * (shape.rect().left() + 1.f) << 0.5f * (shape.rect().top() + 1.f)
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<< 0.5f * (shape.rect().left() + 1.f) << 0.5f * (shape.rect().bot() + 1.f)
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<< 0.5f * (shape.rect().right() + 1.f) << 0.5f * (shape.rect().top() + 1.f)
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<< 0.5f * (shape.rect().right() + 1.f) << 0.5f * (shape.rect().bot() + 1.f);
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// TODO: Would be nice to re-use this
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auto [indexWriter, indices] = bufferMgr->getIndexWriter(6 * sizeof(uint16_t));
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indexWriter << 0 << 1 << 2
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<< 2 << 1 << 3;
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writer->drawIndexed(vertices, indices, 6);
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}
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void writeUniforms(const DrawGeometry&, SkPipelineDataGatherer* gatherer) const override {
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#ifdef SK_DEBUG
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static constexpr int kNumRectUniforms = 2;
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static constexpr SkUniform kRectUniforms[kNumRectUniforms] = {
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{ "scale", SkSLType::kFloat2 },
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{ "translate", SkSLType::kFloat2 },
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};
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#endif
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skgpu::UniformManager mgr(gatherer->layout());
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SkDEBUGCODE(mgr.setExpectedUniforms(SkMakeSpan(kRectUniforms, kNumRectUniforms));)
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mgr.write(SkPoint::Make(2.0f, 2.0f));
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mgr.write(SkPoint::Make(-1.0f, -1.0f));
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SkDEBUGCODE(mgr.doneWithExpectedUniforms();)
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sk_sp<SkUniformData> result = mgr.createUniformData();
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gatherer->add(std::move(result));
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}
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private:
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TriangleRectDraw()
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: RenderStep("TriangleRectDraw", "test-only",
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Flags::kPerformsShading,
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/*uniforms=*/{{"scale", SkSLType::kFloat2},
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{"translate", SkSLType::kFloat2}},
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PrimitiveType::kTriangles,
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kTestDepthStencilSettings,
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/*vertexAttrs=*/{{"position",
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VertexAttribType::kFloat2,
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SkSLType::kFloat2}},
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/*instanceAttrs=*/{}) {}
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};
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class InstanceRectDraw final : public RenderStep {
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public:
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~InstanceRectDraw() override {}
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static const RenderStep* Singleton() {
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static const InstanceRectDraw kSingleton;
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return &kSingleton;
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}
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const char* vertexSkSL() const override {
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return "float2 tmpPosition = float2(float(sk_VertexID >> 1), float(sk_VertexID & 1));\n"
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"float4 devPosition = float4(tmpPosition * dims + position, 0.0, 1.0);\n";
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}
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void writeVertices(DrawWriter* writer, const DrawGeometry& geom) const override {
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SkASSERT(geom.shape().isRect());
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DrawBufferManager* bufferMgr = writer->bufferManager();
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// TODO: To truly test draw merging, this index buffer needs to remembered across
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// writeVertices calls
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auto [indexWriter, indices] = bufferMgr->getIndexWriter(6 * sizeof(uint16_t));
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indexWriter << 0 << 1 << 2
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<< 2 << 1 << 3;
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DrawWriter::Instances instances{*writer, {}, indices, 6};
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instances.append(1) << geom.shape().rect().topLeft() << geom.shape().rect().size();
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}
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void writeUniforms(const DrawGeometry&, SkPipelineDataGatherer*) const override { }
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private:
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InstanceRectDraw()
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: RenderStep("InstanceRectDraw", "test-only",
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Flags::kPerformsShading,
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/*uniforms=*/{},
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PrimitiveType::kTriangles,
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kTestDepthStencilSettings,
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/*vertexAttrs=*/{},
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/*instanceAttrs=*/ {
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{ "position", VertexAttribType::kFloat2, SkSLType::kFloat2 },
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{ "dims", VertexAttribType::kFloat2, SkSLType::kFloat2 }
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}) {}
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};
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} // anonymous namespace
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/*
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* This is to test the various pieces of the CommandBuffer interface.
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*/
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DEF_GRAPHITE_TEST_FOR_CONTEXTS(CommandBufferTest, reporter, context) {
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constexpr int kTextureWidth = 1024;
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constexpr int kTextureHeight = 768;
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auto gpu = context->priv().gpu();
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REPORTER_ASSERT(reporter, gpu);
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#if GRAPHITE_TEST_UTILS && CAPTURE_COMMANDBUFFER
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gpu->testingOnly_startCapture();
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#endif
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auto recorder = context->makeRecorder();
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SkKeyContext keyContext(recorder.get());
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auto resourceProvider = recorder->priv().resourceProvider();
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auto commandBuffer = resourceProvider->createCommandBuffer();
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SkISize textureSize = { kTextureWidth, kTextureHeight };
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#ifdef SK_METAL
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skgpu::mtl::TextureInfo mtlTextureInfo = {
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1,
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1,
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70, // MTLPixelFormatRGBA8Unorm
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0x0005, // MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead
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2, // MTLStorageModePrivate
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false, // framebufferOnly
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};
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TextureInfo textureInfo(mtlTextureInfo);
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#else
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TextureInfo textureInfo;
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#endif
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SkUniquePaintParamsID uniqueID;
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{
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auto dict = keyContext.dict();
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SkPaintParamsKeyBuilder builder(dict, SkBackend::kGraphite);
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uniqueID = CreateKey(keyContext,
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&builder,
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ShaderCombo::ShaderType::kSolidColor,
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SkTileMode::kClamp,
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SkBlendMode::kSrc);
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}
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auto target = sk_sp<TextureProxy>(new TextureProxy(textureSize, textureInfo));
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REPORTER_ASSERT(reporter, target);
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RenderPassDesc renderPassDesc = {};
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renderPassDesc.fColorAttachment.fTextureInfo = target->textureInfo();
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renderPassDesc.fColorAttachment.fLoadOp = LoadOp::kClear;
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renderPassDesc.fColorAttachment.fStoreOp = StoreOp::kStore;
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renderPassDesc.fClearColor = { 1, 0, 0, 1 }; // red
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target->instantiate(resourceProvider);
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DrawBufferManager bufferMgr(resourceProvider, gpu->caps()->requiredUniformBufferAlignment());
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TextureInfo depthStencilInfo =
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gpu->caps()->getDefaultDepthStencilTextureInfo(DepthStencilFlags::kDepthStencil,
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1,
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Protected::kNo);
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renderPassDesc.fDepthStencilAttachment.fTextureInfo = depthStencilInfo;
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renderPassDesc.fDepthStencilAttachment.fLoadOp = LoadOp::kDiscard;
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renderPassDesc.fDepthStencilAttachment.fStoreOp = StoreOp::kDiscard;
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sk_sp<Texture> depthStencilTexture =
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resourceProvider->findOrCreateDepthStencilAttachment(textureSize, depthStencilInfo);
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// Create Sampler -- for now, just to test creation
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sk_sp<Sampler> sampler = resourceProvider->findOrCreateCompatibleSampler(
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SkSamplingOptions(SkFilterMode::kLinear), SkTileMode::kClamp, SkTileMode::kDecal);
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REPORTER_ASSERT(reporter, sampler);
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commandBuffer->beginRenderPass(renderPassDesc, target->refTexture(), nullptr,
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depthStencilTexture);
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commandBuffer->setViewport(0.f, 0.f, kTextureWidth, kTextureHeight);
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DrawWriter drawWriter(commandBuffer->asDrawDispatcher(), &bufferMgr);
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struct RectAndColor {
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SkRect fRect;
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SkColor4f fColor;
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};
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SkPipelineDataGatherer gatherer(Layout::kMetal);
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auto draw = [&](const RenderStep* step, std::vector<RectAndColor> draws) {
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GraphicsPipelineDesc pipelineDesc;
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pipelineDesc.setProgram(step, uniqueID);
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drawWriter.newPipelineState(step->primitiveType(),
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step->vertexStride(),
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step->instanceStride());
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auto pipeline = resourceProvider->findOrCreateGraphicsPipeline(pipelineDesc,
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renderPassDesc);
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commandBuffer->bindGraphicsPipeline(std::move(pipeline));
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// All of the test RenderSteps ignore the transform, so just use the identity
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static const Transform kIdentity{SkM44()};
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// No set scissor, so use entire render target dimensions
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static const SkIRect kBounds = SkIRect::MakeWH(kTextureWidth, kTextureHeight);
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PaintersDepth depth = DrawOrder::kClearDepth;
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for (auto d : draws) {
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depth = depth.next();
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drawWriter.newDynamicState();
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Shape shape(d.fRect);
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DrawOrder order(depth);
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DrawGeometry geom{kIdentity, shape, {shape.bounds(), kBounds}, order, nullptr};
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SkDEBUGCODE(gatherer.checkReset());
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step->writeUniforms(geom, &gatherer);
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if (gatherer.hasUniforms()) {
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SkUniformDataBlock* renderStepUniforms = &gatherer.uniformDataBlock();
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auto [writer, bindInfo] =
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bufferMgr.getUniformWriter(renderStepUniforms->totalUniformSize());
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for (const auto &u : *renderStepUniforms) {
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writer.write(u->data(), u->dataSize());
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}
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commandBuffer->bindUniformBuffer(UniformSlot::kRenderStep,
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sk_ref_sp(bindInfo.fBuffer),
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bindInfo.fOffset);
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}
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gatherer.reset();
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// TODO: Rely on uniform writer and GetUniforms(kSolidColor).
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auto [writer, bindInfo] = bufferMgr.getUniformWriter(sizeof(SkColor4f));
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writer.write(&d.fColor, sizeof(SkColor4f));
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commandBuffer->bindUniformBuffer(UniformSlot::kPaint,
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sk_ref_sp(bindInfo.fBuffer),
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bindInfo.fOffset);
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step->writeVertices(&drawWriter, geom);
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}
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};
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SkRect fullRect = SkRect::MakeIWH(kTextureWidth, kTextureHeight);
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// Draw blue rectangle over entire rendertarget (which was red)
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draw(UniformRectDraw::Singleton(), {{fullRect, SkColors::kBlue}});
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// Draw inset yellow rectangle using uniforms
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draw(UniformRectDraw::Singleton(),
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{{fullRect.makeInset(kTextureWidth/20.f, kTextureHeight/20.f), SkColors::kYellow}});
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// Draw inset magenta rectangle with triangles in vertex buffer
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draw(TriangleRectDraw::Singleton(),
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{{fullRect.makeInset(kTextureWidth/4.f, kTextureHeight/4.f), SkColors::kMagenta}});
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// Draw green and cyan rects using instance buffer
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draw(InstanceRectDraw::Singleton(),
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{ {{kTextureWidth/3.f, kTextureHeight/3.f,
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kTextureWidth/2.f, kTextureHeight/2.f}, SkColors::kGreen},
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{{kTextureWidth/2.f, kTextureHeight/2.f,
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5.f*kTextureWidth/8.f, 5.f*kTextureHeight/8.f}, SkColors::kCyan} });
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drawWriter.flush();
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bufferMgr.transferToCommandBuffer(commandBuffer.get());
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commandBuffer->endRenderPass();
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// Do readback
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// TODO: add 4-byte transfer buffer alignment for Mac to Caps
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// add bpp to Caps
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size_t rowBytes = 4*kTextureWidth;
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size_t bufferSize = rowBytes*kTextureHeight;
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sk_sp<Buffer> copyBuffer = resourceProvider->findOrCreateBuffer(
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bufferSize, BufferType::kXferGpuToCpu, PrioritizeGpuReads::kNo);
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REPORTER_ASSERT(reporter, copyBuffer);
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SkIRect srcRect = { 0, 0, kTextureWidth, kTextureHeight };
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commandBuffer->copyTextureToBuffer(target->refTexture(), srcRect, copyBuffer, 0, rowBytes);
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bool result = gpu->submit(commandBuffer);
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REPORTER_ASSERT(reporter, result);
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gpu->checkForFinishedWork(skgpu::SyncToCpu::kYes);
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uint32_t* pixels = (uint32_t*)(copyBuffer->map());
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REPORTER_ASSERT(reporter, pixels[0] == 0xffff0000);
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REPORTER_ASSERT(reporter, pixels[51 + 38*kTextureWidth] == 0xff00ffff);
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REPORTER_ASSERT(reporter, pixels[256 + 192*kTextureWidth] == 0xffff00ff);
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copyBuffer->unmap();
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#if GRAPHITE_TEST_UTILS && CAPTURE_COMMANDBUFFER
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gpu->testingOnly_endCapture();
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#endif
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}
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