skia2/tests/SkRuntimeEffectTest.cpp
Brian Osman af4e2331d1 Add tests of the runtime effect stage factories
We were testing this with .rtcf and .rts files, but those don't go
through the MakeForXXX factories. This would have caught the bug fixed
in https://skia-review.googlesource.com/c/skia/+/398229

Change-Id: Id824e7bf32982c043978b2981cfd91dd7a9b2585
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/398183
Commit-Queue: Brian Osman <brianosman@google.com>
Auto-Submit: Brian Osman <brianosman@google.com>
Reviewed-by: John Stiles <johnstiles@google.com>
2021-04-21 16:05:37 +00:00

581 lines
24 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/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/SkColorSpacePriv.h"
#include "src/core/SkTLazy.h"
#include "src/gpu/GrColor.h"
#include "src/gpu/GrFragmentProcessor.h"
#include "tests/Test.h"
#include <algorithm>
#include <thread>
void test_invalid_effect(skiatest::Reporter* 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); }"
DEF_TEST(SkRuntimeEffectInvalid_FPOnly, r) {
// 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_invalid_effect(r, "layout(key) in bool Input;" EMPTY_MAIN, "key");
test_invalid_effect(r, "in uniform float Input;" EMPTY_MAIN, "in uniform");
test_invalid_effect(r, "layout(ctype=SkRect) float4 Input;" EMPTY_MAIN, "ctype");
test_invalid_effect(r, "in bool Flag; "
"layout(when=Flag) uniform float Input;" EMPTY_MAIN, "when");
test_invalid_effect(r, "layout(tracked) uniform float Input;" EMPTY_MAIN, "tracked");
}
DEF_TEST(SkRuntimeEffectInvalid_LimitedUniformTypes, r) {
// Runtime SkSL supports a limited set of uniform types. No bool, for example:
test_invalid_effect(r, "uniform bool b;" EMPTY_MAIN, "uniform");
}
DEF_TEST(SkRuntimeEffectInvalid_NoInVariables, r) {
// 'in' variables aren't allowed at all:
test_invalid_effect(r, "in bool b;" EMPTY_MAIN, "'in'");
test_invalid_effect(r, "in float f;" EMPTY_MAIN, "'in'");
test_invalid_effect(r, "in float2 v;" EMPTY_MAIN, "'in'");
test_invalid_effect(r, "in half3x3 m;" EMPTY_MAIN, "'in'");
}
DEF_TEST(SkRuntimeEffectInvalid_UndefinedFunction, r) {
test_invalid_effect(r, "half4 missing(); half4 main() { return missing(); }",
"undefined function");
}
DEF_TEST(SkRuntimeEffectInvalid_UndefinedMain, r) {
// Shouldn't be possible to create an SkRuntimeEffect without "main"
test_invalid_effect(r, "", "main");
}
DEF_TEST(SkRuntimeEffectInvalid_SkCapsDisallowed, r) {
// sk_Caps is an internal system. It should not be visible to runtime effects
test_invalid_effect(r, "half4 main() { return sk_Caps.integerSupport ? half4(1) : half4(0); }",
"unknown identifier 'sk_Caps'");
}
DEF_TEST(SkRuntimeEffectInvalidColorFilters, r) {
auto test = [r](const char* sksl) {
auto [effect, errorText] = SkRuntimeEffect::Make(SkString(sksl));
REPORTER_ASSERT(r, effect);
sk_sp<SkData> 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; }");
}
DEF_TEST(SkRuntimeEffectForColorFilter, r) {
// Tests that the color filter factory rejects or accepts certain SkSL constructs
auto test_valid = [r](const char* sksl) {
auto [effect, errorText] = SkRuntimeEffect::MakeForColorFilter(SkString(sksl));
REPORTER_ASSERT(r, effect, errorText.c_str());
};
auto test_invalid = [r](const char* sksl, const char* expected) {
auto [effect, errorText] = SkRuntimeEffect::MakeForColorFilter(SkString(sksl));
REPORTER_ASSERT(r, !effect);
REPORTER_ASSERT(r,
errorText.contains(expected),
"Expected error message to contain \"%s\". Actual message: \"%s\"",
expected,
errorText.c_str());
};
// Color filters must use the 'half4 main(half4)' signature. Either color can be float4/vec4
test_valid("half4 main(half4 c) { return c; }");
test_valid("float4 main(half4 c) { return c; }");
test_valid("half4 main(float4 c) { return c; }");
test_valid("float4 main(float4 c) { return c; }");
test_valid("vec4 main(half4 c) { return c; }");
test_valid("half4 main(vec4 c) { return c; }");
test_valid("vec4 main(vec4 c) { return c; }");
// Invalid return types
test_invalid("void main(half4 c) {}", "'main' must return");
test_invalid("half3 main(half4 c) { return c.rgb; }", "'main' must return");
// Invalid argument types (some are valid as shaders, but not color filters)
test_invalid("half4 main() { return half4(1); }", "'main' parameter");
test_invalid("half4 main(float2 p) { return half4(1); }", "'main' parameter");
test_invalid("half4 main(float2 p, half4 c) { return c; }", "'main' parameter");
// sk_FragCoord should not be available
test_invalid("half4 main(half4 c) { return sk_FragCoord.xy01; }", "unknown identifier");
// Sampling a child shader requires that we pass explicit coords
test_valid("uniform shader child;"
"half4 main(half4 c) { return sample(child, c.rg); }");
test_invalid(
"uniform shader child;"
"half4 main(half4 c) { return sample(child); }",
"expected 2 arguments");
test_invalid(
"uniform shader child;"
"half4 main(half4 c) { return sample(child, float3x3(1)); }",
"expected 'float2'");
}
DEF_TEST(SkRuntimeEffectForShader, r) {
// Tests that the shader factory rejects or accepts certain SkSL constructs
auto test_valid = [r](const char* sksl) {
auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(sksl));
REPORTER_ASSERT(r, effect, errorText.c_str());
};
auto test_invalid = [r](const char* sksl, const char* expected) {
auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(sksl));
REPORTER_ASSERT(r, !effect);
REPORTER_ASSERT(r,
errorText.contains(expected),
"Expected error message to contain \"%s\". Actual message: \"%s\"",
expected,
errorText.c_str());
};
// Shaders must use either the 'half4 main(float2)' or 'half4 main(float2, half4)' signature
// Either color can be half4/float4/vec4, but the coords must be float2/vec2
test_valid("half4 main(float2 p) { return p.xyxy; }");
test_valid("float4 main(float2 p) { return p.xyxy; }");
test_valid("vec4 main(float2 p) { return p.xyxy; }");
test_valid("half4 main(vec2 p) { return p.xyxy; }");
test_valid("vec4 main(vec2 p) { return p.xyxy; }");
test_valid("half4 main(float2 p, half4 c) { return c; }");
test_valid("half4 main(float2 p, float4 c) { return c; }");
test_valid("half4 main(float2 p, vec4 c) { return c; }");
test_valid("float4 main(float2 p, half4 c) { return c; }");
test_valid("vec4 main(float2 p, half4 c) { return c; }");
test_valid("vec4 main(vec2 p, vec4 c) { return c; }");
// Invalid return types
test_invalid("void main(float2 p) {}", "'main' must return");
test_invalid("half3 main(float2 p) { return p.xy1; }", "'main' must return");
// Invalid argument types (some are valid as color filters, but not shaders)
test_invalid("half4 main() { return half4(1); }", "'main' parameter");
test_invalid("half4 main(half4 c) { return c; }", "'main' parameter");
// sk_FragCoord should be available
test_valid("half4 main(float2 p) { return sk_FragCoord.xy01; }");
// Sampling a child shader requires that we pass explicit coords
test_valid("uniform shader child;"
"half4 main(float2 p) { return sample(child, p); }");
test_invalid(
"uniform shader child;"
"half4 main(float2 p) { return sample(child); }",
"expected 2 arguments");
test_invalid(
"uniform shader child;"
"half4 main(float2 p) { return sample(child, float3x3(1)); }",
"expected 'float2'");
}
class TestEffect {
public:
TestEffect(skiatest::Reporter* r, sk_sp<SkSurface> 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(SkCanvas*, SkPaint*)>;
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<SkSurface> fSurface;
SkTLazy<SkRuntimeShaderBuilder> fBuilder;
};
// Produces a 2x2 bitmap shader, with opaque colors:
// [ Red, Green ]
// [ Blue, White ]
static sk_sp<SkShader> 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(SkSamplingOptions());
}
static void test_RuntimeEffect_Shaders(skiatest::Reporter* r, GrRecordingContext* rContext) {
SkImageInfo info = SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
sk_sp<SkSurface> surface = rContext
? SkSurface::MakeRenderTarget(rContext, SkBudgeted::kNo, info)
: SkSurface::MakeRaster(info);
REPORTER_ASSERT(r, surface);
TestEffect effect(r, surface);
using float4 = std::array<float, 4>;
using int4 = std::array<int, 4>;
// 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
// Same, with integer uniforms
effect.build("uniform int4 gColor; half4 main() { return half4(gColor) / 255.0; }");
effect.uniform("gColor") = int4{ 0x00, 0x40, 0xBF, 0xFF };
effect.test(0xFFBF4000);
effect.uniform("gColor") = 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.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 *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<SkShader> 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);
//
// 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<SkRuntimeEffect> effect = SkRuntimeEffect::Make(SkString(kSource)).effect;
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(SkRuntimeShaderBuilderSetUniforms, r) {
const char* kSource = R"(
uniform half x;
uniform vec2 offset;
half4 main() { return half4(x); }
)";
sk_sp<SkRuntimeEffect> effect = SkRuntimeEffect::Make(SkString(kSource)).effect;
REPORTER_ASSERT(r, effect);
SkRuntimeShaderBuilder b(std::move(effect));
// Test passes if this sequence doesn't assert.
float x = 1.0f;
REPORTER_ASSERT(r, b.uniform("x").set(&x, 1));
// add extra value to ensure that set doesn't try to use sizeof(array)
float origin[] = { 2.0f, 3.0f, 4.0f };
REPORTER_ASSERT(r, b.uniform("offset").set<float>(origin, 2));
#ifndef SK_DEBUG
REPORTER_ASSERT(r, !b.uniform("offset").set<float>(origin, 1));
REPORTER_ASSERT(r, !b.uniform("offset").set<float>(origin, 3));
#endif
auto shader = b.makeShader(nullptr, false);
}
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();
}
}
DEF_TEST(SkRuntimeColorFilterSingleColor, r) {
// Test runtime colorfilters support filterColor4f().
auto [effect, err] = SkRuntimeEffect::Make(SkString{
"uniform shader input; half4 main() { half4 c = sample(input); return c*c; }"});
REPORTER_ASSERT(r, effect);
REPORTER_ASSERT(r, err.isEmpty());
sk_sp<SkColorFilter> input = nullptr;
sk_sp<SkColorFilter> cf = effect->makeColorFilter(SkData::MakeEmpty(), &input, 1);
REPORTER_ASSERT(r, cf);
SkColor4f c = cf->filterColor4f({0.25, 0.5, 0.75, 1.0},
sk_srgb_singleton(), sk_srgb_singleton());
REPORTER_ASSERT(r, c.fR == 0.0625f);
REPORTER_ASSERT(r, c.fG == 0.25f);
REPORTER_ASSERT(r, c.fB == 0.5625f);
REPORTER_ASSERT(r, c.fA == 1.0f);
}
static void test_RuntimeEffectStructNameReuse(skiatest::Reporter* r, GrRecordingContext* rContext) {
// Test that two different runtime effects can reuse struct names in a single paint operation
auto [childEffect, err] = SkRuntimeEffect::Make(SkString(
"uniform shader paint;"
"struct S { half4 rgba; };"
"void process(inout S s) { s.rgba.rgb *= 0.5; }"
"half4 main() { S s; s.rgba = sample(paint); process(s); return s.rgba; }"
));
REPORTER_ASSERT(r, childEffect, "%s\n", err.c_str());
sk_sp<SkShader> nullChild = nullptr;
sk_sp<SkShader> child = childEffect->makeShader(/*uniforms=*/nullptr, &nullChild,
/*childCount=*/1, /*localMatrix=*/nullptr,
/*isOpaque=*/false);
SkImageInfo info = SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
sk_sp<SkSurface> surface = rContext
? SkSurface::MakeRenderTarget(rContext, SkBudgeted::kNo, info)
: SkSurface::MakeRaster(info);
REPORTER_ASSERT(r, surface);
TestEffect effect(r, surface);
effect.build(
"uniform shader child;"
"struct S { float2 coord; };"
"void process(inout S s) { s.coord = s.coord.yx; }"
"half4 main(float2 p) { S s; s.coord = p; process(s); return sample(child, s.coord); "
"}");
effect.child("child") = child;
effect.test(0xFF00407F, [](SkCanvas*, SkPaint* paint) {
paint->setColor4f({0.99608f, 0.50196f, 0.0f, 1.0f});
});
}
DEF_TEST(SkRuntimeStructNameReuse, r) {
test_RuntimeEffectStructNameReuse(r, nullptr);
}
DEF_GPUTEST_FOR_RENDERING_CONTEXTS(SkRuntimeStructNameReuse_GPU, r, ctxInfo) {
test_RuntimeEffectStructNameReuse(r, ctxInfo.directContext());
}
DEF_TEST(SkRuntimeColorFilterFlags, r) {
{ // Here's a non-trivial filter that doesn't change alpha.
auto [effect, err] = SkRuntimeEffect::Make(SkString{
"half4 main(half4 color) { return color + half4(1,1,1,0); }"});
REPORTER_ASSERT(r, effect && err.isEmpty());
sk_sp<SkColorFilter> filter = effect->makeColorFilter(SkData::MakeEmpty());
REPORTER_ASSERT(r, filter && filter->isAlphaUnchanged());
}
{ // Here's one that definitely changes alpha.
auto [effect, err] = SkRuntimeEffect::Make(SkString{
"half4 main(half4 color) { return color + half4(0,0,0,4); }"});
REPORTER_ASSERT(r, effect && err.isEmpty());
sk_sp<SkColorFilter> filter = effect->makeColorFilter(SkData::MakeEmpty());
REPORTER_ASSERT(r, filter && !filter->isAlphaUnchanged());
}
}
DEF_TEST(SkRuntimeShaderSampleUsage, r) {
auto test = [&](const char* src, bool expectExplicit) {
auto [effect, err] =
SkRuntimeEffect::MakeForShader(SkStringPrintf("uniform shader child; %s", src));
REPORTER_ASSERT(r, effect);
auto child = GrFragmentProcessor::MakeColor({ 1, 1, 1, 1 });
auto fp = effect->makeFP(nullptr, &child, 1);
REPORTER_ASSERT(r, fp);
REPORTER_ASSERT(r, fp->childProcessor(0)->isSampledWithExplicitCoords() == expectExplicit);
};
// This test verifies that we detect calls to sample where the coords are the same as those
// passed to main. In those cases, it's safe to turn the "explicit" sampling into "passthrough"
// sampling. This optimization is implemented very conservatively.
// Cases where our optimization is valid, and works:
// Direct use of passed-in coords
test("half4 main(float2 xy) { return sample(child, xy); }", false);
// Sample with passed-in coords, read (but don't write) sample coords elsewhere
test("half4 main(float2 xy) { return sample(child, xy) + sin(xy.x); }", false);
// Cases where our optimization is not valid, and does not happen:
// Sampling with values completely unrelated to passed-in coords
test("half4 main(float2 xy) { return sample(child, float2(0, 0)); }", true);
// Use of expression involving passed in coords
test("half4 main(float2 xy) { return sample(child, xy * 0.5); }", true);
// Use of coords after modification
test("half4 main(float2 xy) { xy *= 2; return sample(child, xy); }", true);
// Use of coords after modification via out-param call
test("void adjust(inout float2 xy) { xy *= 2; }"
"half4 main(float2 xy) { adjust(xy); return sample(child, xy); }", true);
// There should (must) not be any false-positive cases. There are false-negatives.
// In all of these cases, our optimization would be valid, but does not happen:
// Direct use of passed-in coords, modified after use
test("half4 main(float2 xy) { half4 c = sample(child, xy); xy *= 2; return c; }", true);
// Passed-in coords copied to a temp variable
test("half4 main(float2 xy) { float2 p = xy; return sample(child, p); }", true);
// Use of coords passed to helper function
test("half4 helper(float2 xy) { return sample(child, xy); }"
"half4 main(float2 xy) { return helper(xy); }", true);
}