6d344c3069
This CL makes it explicit that the unit tests always get a direct context. It is mainly a mechanical CL. Change-Id: I49e0628851d9c81eb47386ef978edf905c6469d8 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/299866 Reviewed-by: Adlai Holler <adlai@google.com> Commit-Queue: Robert Phillips <robertphillips@google.com>
168 lines
6.5 KiB
C++
168 lines
6.5 KiB
C++
/*
|
|
* 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/SkCanvas.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 "tests/Test.h"
|
|
|
|
#include <algorithm>
|
|
|
|
DEF_TEST(SkRuntimeEffectInvalid, r) {
|
|
auto test = [r](const char* hdr, const char* body, const char* expected) {
|
|
SkString src = SkStringPrintf("%s void main(float2 p, inout half4 color) { %s }",
|
|
hdr, body);
|
|
auto[effect, errorText] = SkRuntimeEffect::Make(src);
|
|
REPORTER_ASSERT(r, !effect);
|
|
REPORTER_ASSERT(r, errorText.contains(expected),
|
|
"Expected error message to contain \"%s\". Actual message: \"%s\"",
|
|
expected, errorText.c_str());
|
|
};
|
|
|
|
// 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;", "", "key");
|
|
test("in uniform float Input;", "", "in uniform");
|
|
test("layout(ctype=SkRect) float4 Input;", "", "ctype");
|
|
test("in bool Flag; layout(when=Flag) uniform float Input;", "", "when");
|
|
test("layout(tracked) uniform float Input;", "", "tracked");
|
|
|
|
// Runtime SkSL supports a limited set of uniform types. No samplers, for example:
|
|
test("uniform sampler2D s;", "", "sampler2D");
|
|
|
|
// 'in' variables can't be arrays
|
|
test("in int Input[2];", "", "array");
|
|
|
|
// Type specific restrictions:
|
|
|
|
// 'bool', 'int' can't be 'uniform'
|
|
test("uniform bool Input;", "", "'uniform'");
|
|
test("uniform int Input;", "", "'uniform'");
|
|
|
|
// vector and matrix types can't be 'in'
|
|
test("in float2 Input;", "", "'in'");
|
|
test("in half3x3 Input;", "", "'in'");
|
|
|
|
test("half missing();", "color.r = missing();", "undefined function");
|
|
}
|
|
|
|
// Our packing rules and unit test code here relies on this:
|
|
static_assert(sizeof(bool) == 1);
|
|
|
|
class TestEffect {
|
|
public:
|
|
TestEffect(skiatest::Reporter* r, const char* hdr, const char* body) {
|
|
SkString src = SkStringPrintf("%s void main(float2 p, inout half4 color) { %s }",
|
|
hdr, body);
|
|
auto[effect, errorText] = SkRuntimeEffect::Make(src);
|
|
if (!effect) {
|
|
REPORT_FAILURE(r, "effect",
|
|
SkStringPrintf("Effect didn't compile: %s", errorText.c_str()));
|
|
return;
|
|
}
|
|
|
|
fBuilder.init(std::move(effect));
|
|
}
|
|
|
|
SkRuntimeShaderBuilder::BuilderInput operator[](const char* name) {
|
|
return fBuilder->input(name);
|
|
}
|
|
|
|
void test(skiatest::Reporter* r, sk_sp<SkSurface> surface,
|
|
uint32_t TL, uint32_t TR, uint32_t BL, uint32_t BR, SkScalar rotate = 0.0f) {
|
|
auto shader = fBuilder->makeShader(nullptr, false);
|
|
if (!shader) {
|
|
REPORT_FAILURE(r, "shader", SkString("Effect didn't produce a shader"));
|
|
return;
|
|
}
|
|
|
|
SkPaint paint;
|
|
paint.setShader(std::move(shader));
|
|
paint.setBlendMode(SkBlendMode::kSrc);
|
|
surface->getCanvas()->rotate(rotate);
|
|
surface->getCanvas()->drawPaint(paint);
|
|
|
|
uint32_t actual[4];
|
|
SkImageInfo info = surface->imageInfo();
|
|
if (!surface->readPixels(info, actual, info.minRowBytes(), 0, 0)) {
|
|
REPORT_FAILURE(r, "readPixels", SkString("readPixels failed"));
|
|
return;
|
|
}
|
|
|
|
uint32_t expected[4] = {TL, TR, BL, BR};
|
|
if (memcmp(actual, expected, sizeof(actual)) != 0) {
|
|
REPORT_FAILURE(r, "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->fEffect->source().c_str()));
|
|
}
|
|
}
|
|
|
|
void test(skiatest::Reporter* r, sk_sp<SkSurface> surface, uint32_t expected) {
|
|
this->test(r, surface, expected, expected, expected, expected);
|
|
}
|
|
|
|
private:
|
|
SkTLazy<SkRuntimeShaderBuilder> fBuilder;
|
|
};
|
|
|
|
static void test_RuntimeEffect_Shaders(skiatest::Reporter* r, GrContext* context) {
|
|
SkImageInfo info = SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
|
|
sk_sp<SkSurface> surface;
|
|
if (context) {
|
|
surface = SkSurface::MakeRenderTarget(context, SkBudgeted::kNo, info);
|
|
} else {
|
|
surface = SkSurface::MakeRaster(info);
|
|
}
|
|
REPORTER_ASSERT(r, surface);
|
|
|
|
TestEffect xy(r, "", "color = half4(half2(p - 0.5), 0, 1);");
|
|
xy.test(r, surface, 0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
|
|
|
|
using float4 = std::array<float, 4>;
|
|
|
|
// NOTE: For now, we always emit valid premul colors, until CPU and GPU agree on clamping
|
|
TestEffect uniformColor(r, "uniform float4 gColor;", "color = half4(gColor);");
|
|
|
|
uniformColor["gColor"] = float4{ 0.0f, 0.25f, 0.75f, 1.0f };
|
|
uniformColor.test(r, surface, 0xFFBF4000);
|
|
|
|
uniformColor["gColor"] = float4{ 0.75f, 0.25f, 0.0f, 1.0f };
|
|
uniformColor.test(r, surface, 0xFF0040BF);
|
|
|
|
TestEffect pickColor(r, "in int flag; uniform half4 gColors[2];", "color = gColors[flag];");
|
|
pickColor["gColors"] =
|
|
std::array<float4, 2>{float4{1.0f, 0.0f, 0.0f, 0.498f}, float4{0.0f, 1.0f, 0.0f, 1.0f}};
|
|
pickColor["flag"] = 0;
|
|
pickColor.test(r, surface, 0x7F00007F); // Tests that we clamp to valid premul
|
|
pickColor["flag"] = 1;
|
|
pickColor.test(r, surface, 0xFF00FF00);
|
|
|
|
TestEffect inlineColor(r, "in half c;", "color = half4(c, c, c, 1);");
|
|
inlineColor["c"] = 0.498f;
|
|
inlineColor.test(r, surface, 0xFF7F7F7F);
|
|
|
|
// Test sk_FragCoord, which we output to color. 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.
|
|
TestEffect fragCoord(r, "", "color = half4(0.498 * (half2(sk_FragCoord.xy) - 0.5), 0, 1);");
|
|
fragCoord.test(r, surface, 0xFF000000, 0xFF00007F, 0xFF007F00, 0xFF007F7F, 45.0f);
|
|
}
|
|
|
|
DEF_TEST(SkRuntimeEffectSimple, r) {
|
|
test_RuntimeEffect_Shaders(r, nullptr);
|
|
}
|
|
|
|
DEF_GPUTEST_FOR_RENDERING_CONTEXTS(SkRuntimeEffectSimple_GPU, r, ctxInfo) {
|
|
test_RuntimeEffect_Shaders(r, ctxInfo.directContext());
|
|
}
|