d7e7659cad
This ties the caps to the compiler instance, paving the way for pre-optimizing the shared code. Most of the time, the compiler is created and owned the GPU instance, so this is fine. For runtime effects, we now use the shared (device-agnostic) compiler instance for the first compile, even on GPU. It's configured with caps that apply no workarounds. We pass the user's SkSL to the backend as cleanly as possible, and then apply any workarounds once it's part of the full program. Bug: skia:10905 Bug: skia:10868 Change-Id: Ifcf8d7ebda5d43ad8e180f06700a261811da83de Reviewed-on: https://skia-review.googlesource.com/c/skia/+/331493 Commit-Queue: Brian Osman <brianosman@google.com> Reviewed-by: Brian Salomon <bsalomon@google.com> Reviewed-by: John Stiles <johnstiles@google.com>
48 lines
1.7 KiB
C++
48 lines
1.7 KiB
C++
/*
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* Copyright 2020 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 "src/sksl/SkSLCompiler.h"
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#include "tests/Test.h"
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// Note that the optimizer will aggressively kill dead code and substitute constants in place of
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// variables, so we have to jump through a few hoops to ensure that the code in these tests has the
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// necessary side-effects to remain live. In some cases we rely on the optimizer not (yet) being
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// smart enough to optimize around certain constructs; as the optimizer gets smarter it will
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// undoubtedly end up breaking some of these tests. That is a good thing, as long as the new code is
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// equivalent!
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static void test(skiatest::Reporter* r,
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const GrShaderCaps& caps,
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const char* src,
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SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) {
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SkSL::Compiler compiler(&caps);
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SkSL::Program::Settings settings;
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SkSL::String output;
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std::unique_ptr<SkSL::Program> program = compiler.convertProgram(kind, SkSL::String(src),
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settings);
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if (!program) {
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SkDebugf("Unexpected error compiling %s\n%s", src, compiler.errorText().c_str());
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REPORTER_ASSERT(r, program);
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} else {
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REPORTER_ASSERT(r, compiler.toGLSL(*program, &output));
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REPORTER_ASSERT(r, output != "");
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//SkDebugf("GLSL output:\n\n%s", output.c_str());
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}
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}
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DEF_TEST(SkSLGLSLTestbed, r) {
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// Add in your SkSL here.
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test(r,
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*SkSL::ShaderCapsFactory::Default(),
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R"__SkSL__(
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void main() {
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sk_FragColor = half4(0);
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}
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)__SkSL__");
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}
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